Let's try something new!

Discussion of Hawkwing's fantasy campaign.

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Let's try something new!

Postby Hawkwings » Thu Oct 16, 2008 11:58 pm

Hey, I've decided that I'd like to try my hand at GMing, and that you guys are a nice (and probably forgiving) test group. What say you all? I've got some ideas kicking around, and it'll probably be in a "traditional" fantasy-medieval setting.
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Postby Gerard_Paloma » Fri Oct 17, 2008 1:11 pm

I'm always up for a game.
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Postby arthurtuxedo » Fri Oct 17, 2008 7:34 pm

Sounds good. Were you planning on GMing Tensided or a different system?
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Postby Hawkwings » Fri Oct 17, 2008 8:35 pm

Tensided, since it's a system we're all familiar with. I could probably work with other systems, but why make things more complicated than they need to be?

And now for a question: when should we run this? The logical answer is to wait until TSV finishes, but how would everyone feel about concurrent games?
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Postby Fatalis Prime » Fri Oct 17, 2008 11:20 pm

Concurrent games are fine with me.
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Postby arthurtuxedo » Sat Oct 18, 2008 9:16 am

Concurrent might be a little difficult, but could be doable depending on the time. What day and time were you thinking?
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Postby Hawkwings » Sat Oct 18, 2008 4:05 pm

Honestly, I have no idea of the time. What works for everyone else? Or maybe we could tack on half an hour to an hour to the end of our regular sessions?
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Postby Hawkwings » Sun Oct 19, 2008 3:06 pm

Here's the adventure background I've written up. Comments would be very much appreciated.

Tensided Adventure: Small Town Heroes

Your characters hail from Sera, a remote farming village in the Human kingdom of Altentroph. Due to this isolation, your village and the people within are very self-reliant. Contact with the outside world consists of a merchant that stops by every couple of months and the yearly tax collector. There is a ranger outpost a day’s walk away, and the closest town, Wallenville, is five days away. There are no bandits on the local roads, since there’s nothing to steal anyways, and nowhere to sell it.

The local lord, Sir Edwin Castell, is a minor knight with few resources except large plots of wilderness bordering unexplored lands. As a man who earned his title through battlefield valor as a member of the Royal Guard, he is considered low nobility by other aristocrats, and does not participate significantly in court politics, instead preferring to mind his own business and tend to his small but well-trained force of soldiers.

Several months ago, King Jared II called upon all his lords to provide him an army to go to war. Sir Castell, his son, and most of his solders answered the call, leaving a small force behind, and Lady Christine Castell in charge. Without strong and visible leadership, people start grumbling a little louder.

Into this situation step your heroes. All that concerns them is that for the past few weeks, villagers have been getting a mysterious illness that causes headaches, nausea, and sleeplessness, but no other adverse effects. Even stranger, the disease does not appear to be contagious. This is unsettling enough for the village council to decide to not wait for the merchant, but instead send you to find help.

Mechanics, or Life as a Farmer:

Pros:
• You’re a farmer. Start with the Farmer ability and +1 to physique for free.
• You are used to living off the land when travelling. Start with the Wilderness Survival ability for free.
• Life in the wilderness has given you specialty skills. Start with one of the following abilities for free: Animal Trainer, Tracker, or Mountaineer.
• It’s dangerous in the woods. You must buy at least 5 levels of Ranged or Hand to Hand. This is not free.
• Despite appearances to the contrary, you do own some things. Start with one set of worn-out clothes, a water canteen, a bedroll, two torches, a small backpack, and a set of farming tools.

Cons:
• You’re poor. You start off with the Poor flaw for free. You may not upgrade to normal or higher starting wealth. You may not take any of the Fine Tastes category of flaws.
• Who are you again? You may not take any of the Wanted category of flaws, the Contacts category of merits, or the Criminal and Peacekeeper traits.
• Magic? You don’t want to get burned at the stake do you? No Magic skill allowed.
• You are probably illiterate. You cannot read or write to start with. You may purchase a merit, Basic Literacy for 30XP, allowing you to read and write enough to get by.
• No freaks allowed. You may only be a human.
• All weapons and armor are property of the village. You may not start with weapons or armor besides clubs, quarterstaves, knives and hand axes
• You’re a farmer. Start with 300XP.
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