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Topics - iceemaker

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RPGs / D&D Essentials
« on: September 24, 2010, 12:40:23 AM »
Has anybody else picked up Heroes of the Fallen Lands yet?

I am glad to see Wizards has finally acknowledged the complexity inherent in their system (granted, 4th edition is a huge improvement from 3/3.5) and provided a stepping stone for those new to D&D or RPGs in general. The class archetypes presented in Heroes are definitely much more straightforward than their predecessors, but still feature that "accumulative complexity" Wizards was aiming for with 4th edition.

Oh, and the feats. OH GOD YES THE FEATS. Actual, in-depth explanation as to what each feat is an abstraction of (and feats as a whole)? No class-specific feats? Expertise feats that do more than "+1 bonus to attack rolls"? Yes, yes, yes.

This seems like the right move for Wizards. People who want to more precisely calibrate their characters can still use the previous three PHBs and "Power" books, while those who want general character archetypes or are learning the game can use the Essentials.

I feel this new product line will attract more players to D&D. Or at least generate interest in RPGs. Either outcome would be a huge victory for all involved, from Wizards employees to us players.

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The Caravan / En route to...
« on: September 02, 2010, 09:17:58 PM »
Athas.

A world covered in sand.

A world orbiting around a dying sun.

A world devastated by reckless use of arcane magic.

A world ruled by the very tyrants that turned it into a barren wasteland.

A small trade caravan traverses the vast desert of Athas, seeking a share of what little riches remain on the dying world.

What drives them to do so? Is it the stubborness inherent in all mortals, seeking to earn renown that extends beyond their short years?

Is it the optimism that exists in all mortals, hoping to heal the dying world and create a better future for generations to come?

Or is there no reason? Do they travel simply for the sake of it, existing because the alternative of deatth is unappealing?

Regardless of what their motivations may be, the members of this caravan will leave an indelible mark on the world of Athas. Tasked with delivering seemingly innocuous cargo to the village of Freedom, our story of The Three begins...

(What is your character doing/thinking, are they talking to anybody, etc.)

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Templar Archives / Arna Reddune, Caravan Steward (Dwarf)
« on: August 30, 2010, 06:08:52 PM »
"How much is freedom worth? Well, you need to examine your perceived value, as well as the value of your fellow slaves and the impact your leaving will have. That last part is especially important, since many slaveholders would rather kill you and increase the work load on their remaining slaves than let a slave free. Can't let radical ideas proliferate, after all."

Arna is slightly taller than the average dwarf, with jet-black hair worn in a tight bun. She prefers simple tunics and pants and the geometric jewelry characteristic of her people.

For generations, Arna's family has served the Vilendin House of merchants as accountants, bankers and even money launderers. Arna's childhood was dominated by rigorous mathematics instruction. Her teenage years were spent learning the intricacies of finance and supply. A good portion of Arna's adulthood was donated to the Vilendin merchants, keeping track of their accounts and circumventing templar bureaucracy when necessary. Arna was eventually freed from her "servitude" when it was "discovered" that the Vilendin merchant that owned her was "involved" in a "slightly less than legal financial scheme probably-definitely not set up by any of his slaves to frame him and win their freedom".

As crafty as any elf or tiefling on Athas, Arna is intimately familiar with the cost of freedom and will not tolerate any threats to her self-determination. Her extensive education in finance and mathematics helps her manage all of the caravan's supplies and income with ease. Any dubious tasks the caravan undertakes are met with eagerness by Arna, especially those that interfere with the slave trade.

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Templar Archives / Steress Rasengen, Caravan Solicitor (Half-elf)
« on: August 30, 2010, 12:30:39 AM »
"I'm sure we can resolve this without involving my family. Oh, you've never heard of the Rasengens? Of Urik? Hm. I knew you would eventually find our terms agreeable."

Steress is of average height for a human, with relatively fair skin and dark brown hair. He has no facial hair and always wears an ornate robe much too large for him.

The son of a Urikian sirdar (noble) and her elven bodyguard, Steress resolved the conflict between his two heritages by immersing himself in Athas' many cultures. He is well-versed in the social mores and protocols of all seven city-states, thanks to the education afforded to him as a noble.

Self-aggrandizing and somewhat pretentious, Steress nevertheless fulfills his duties as Solicitor without (much) complaint. Steress has no reservations about the caravan's occassional "unconventional" job, as long as he recieves his share of the payment.

(Sorry about the delay - work, school and typing on a Kindle SUCKS. I should become accustomed to this all and have everything started soon.)

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The Praetorium / Begin character creation!
« on: August 22, 2010, 03:43:53 PM »
Level 1, same stipulations as before. Use the premise described in the recruitment thread to help inform your character. You may also use this topic to hash out any more specifics among each another.

Post your character in the Templar Archives in a separate thread, with his/her name, level, and class in the title.

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Recruitment Board / Beneath the Red Sun [DnD 4th Edition, 4-6 Players]
« on: August 18, 2010, 04:28:09 PM »
Game Title: Beneath the Red Sun
System: Dungeons and Dragons, 4th Edition
Players Wanted: Four to six
Posting Rate: Once every other day
Special Rules: (wall 'o' text ahead)
1. No divine characters. Athas is a world of barbarism and tyranny, where every day is a fight to survive (except if you're a sorcerer-king or one of their cronies, of course). The gods either abandoned the world or were wiped out eons ago. Regardless, there is no way to draw power from the divine.
2. Weapon breakage. If you roll a natural 1, your weapon breaks. Weapons are made out of whatever materials one can find, as metal is extremely scarce on Athas. Bone, stone, chitin; you name it, it has probably been used to construct a weapon. As such, one errant sweep of your weapon is enough to shatter it. To compensate for this, the following rule will also be utilized:
3. Fixed enhancement bonuses: In addition to any typical bonuses you gain from leveling up, you occassionally gain fixed enhancement bonuses (p. 209, Dark Sun Campaign Setting). This is to both offset the fact that you will be using sub-par weapons and reflect the rarity of both metal and magic items on Athas. You do the best with what you have.
4. Non-psionic characters may gain a Wild Talent, but I roll for it. Psychic power permeates the entire world of Athas, perhaps an evolutionary adaptation to the harsh environment. As such, it manifests in practically every being in one manner or another. But how it manifests is almost always unpredictable.
5. All themes listed in the Dark Sun Campaign Setting are permitted. Your character may begin with any theme listed in the campaign guide, as well as any others that may be released by Wizards in the future. In fact, it is highly recommended you do so, as you will need every advantage you can get!
6. You, as players, must determine a unifying theme in your party, a reason you are all together. It could be anything: trade cartel, thri-kreen tribe, templar agents, whatever interests you guys. I am extremely flexible and will happily work with whatever you guys devise. Given the nature of the setting and the medium we are playing with, it seems to me that determining (at least the basics) background ahead of time is imperative.
Advancement Rules: At the conclusion of a major plot point or every other combat encounter. Basically, Ross-esque "whenever it seems appropriate" leveling.

This will be an open-ended game, with you players serving as catalysts for change. Will you liberate the oppressed peoples of Athas from the tyranny of the sorcerer-kings? Become the dominant mercantile power in Athas? Scour the world clean of civilization and return it to the primal spirits? Maintain the status quo and live a life of decadence on the backs of the enslaved? Or does it even matter? In the end, you are just individuals - the march of fate is seemingly inescapable.

Prophecies tell of a reckoning, a time in which all of Athas will be consumed by a massive cataclysm. Will a new world arise in its place? Will the gods be reborn and usher in a new golden age of peace and prosperity? Or will everything be simply wiped out, leaving utter, pure, total, absolute nothingness? Only time will tell. You may only be a small group of people, against a harsh environment and an equally harsh populace. Sometimes, however, it requires only the fewest of people to enact the greatest of change...

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RPGs / "Okay, so?" or, "Stop staring at me and do something!"
« on: August 12, 2010, 03:34:02 PM »
I've noticed of late that my players tend to take all of their queues for action from me. Maybe they are simply the kind of people that would rather be told a story than participate in it, but it is a little unsettling to me. I present a scene to them, they know their basic objectives, and yet they still loiter about, waiting for me give an in-game hint from an NPC or have some dramatic event occur without any impetus from them.

An example is probably in order. I am currently running the Revenge of the Giants super-adventure for my group, and I have made some modifications to the module so they can tackle the various giant threats in any order they choose, as well as offer some side-quests that don't necessarily pertain to the primary objective. Maybe I'm just not explaining the objectives clearly enough? Or maybe they have no idea what their characters want or should do? I have a feeling it may be both factors.

At any rate, my question is thus: how do I get my players more engaged, more active in decision-making? To encourage them to initiate role-playing and exploration, rather than waiting for Joe Non-Player The 35th to stumble in and give them a quest? I always do the Ross-esque, "What is everybody doing?", but it doesn't seem to suffice for my players.

Any help is greatly appreciated.

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General Chaos / Futility?
« on: June 25, 2010, 09:11:12 PM »
I'm sure the majority of you are familiar with what I am currently experiencing - a lack of purpose, an uncertainty as to what direction my life should take. It seems unfair of me to turn to you people, strangers who do not know me and (rightfully so) do not care about my personal life. But I really have nobody else to turn to. If you manage to trudge through this diatribe of self-pity, more power to you.

I am currently a junior in college, studying in a thoroughly underwhelming program, and I am hating it. I am working at a local grocery store, with no chance of advancement, and I hate it. My mother says I should drop out of college and get a full-time job, yet she insists that I will "not be able to do what I want" without a degree. I have no significant other in my life, and friends who are affiliated with me almost solely for gaming purposes. Not to mention the medication - the medication that allegedly relieves anxiety and depression.

In short, I have no fucking clue what I should do with my damned life. Whenever I think I have a grasp on life and a basic understanding of existence, everything changes a moment later. It seems that regardless of what choice I make, I will either experience failure or dissatisfaction. My parents think me arrogant and self-righteous, solely because I don't see a lifetime career and suburban living as the keys to happiness. Of course, I don't know for certain what will satisfy me, but the innanity of day-to-day existence is eroding every fiber of my being.

It seems that joining the Peace Corps or moving to the opposite side of the country are my only viable options. You guys really don't have to offer me advice, I just needed to place these thoughts on pixels.

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Play by Post / Published Scenarios?
« on: June 04, 2010, 02:43:04 PM »
What exactly are the restrictions, if any, regarding published scenarios? I imagine there is a very thin legal line a GM can tread, and I wanted to confirm it with all y'all before I began. I am planning on running the Age of Cthulhu scenarios, beginning with Death in Luxor. But I will obviously not do such if RPPR will be assaulted with Legal Bullshit(TM)!

Of course, this is further complicated by read-aloud text, handouts, etc...

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