I'm going to throw this up against the wall and see what sticks. To find out what interest there might be for game here on RPOL. I've been tinkering with, off and on for quite awhile. If there is enough interest, I'm hoping it will give me the emphasis to buckle down and get it ready to play all the sooner.
The game will use the basic concepts and maps of D&D 4th edition default Nentir Vale 'Points of Light' setting. Where, due to a great disaster in the distant past that brought low a once mighty empire. Civilization exists only in isolated outposts. Small city-states or groups of villages that have banded together for mutual support and protection. Between lies only monster–haunted wilderness dotted with the ruins of a once glorious past and darkened by the ever-present threatening shadow of the unknown. Only the relatively small remaining numbers of 'The Four Fair Folk'. That being the Elves, Dwarves, Halflings and Humans who dwell there. Keeping the darkness at bay the best that they can
On Torvyl, a fantasy world of my own design. The Nentir Vale lies in the northwest region of the northern hemispheric continent of Alaytheon. Which the majority of which, once made up the great Empire of Nerath. That fell into ruin nearly four hundred years before the current time. Due to a mysterious devastating plague that caused the collapse. Back then it mattered not, what ones station was. Be it high or low. Of the Four Fair Folk. Maybe twenty in a hundred among the stout but slow breeding Dwarven Folk did survive. It was around fifteen in a hundred among the Elves, ten in a hundred among the Halflings. An being ravaged the worst were the humans, that may have had as few as five in a hundred of Humankind, surviving it.
Map of Nentir Vale:
http://nentirvale.wdfiles.com/...ting/nentir_vale.png
Map of the continent of Alaytheon:
http://s1200.photobucket.com/u...zpsryluze53.jpg.html
This game will have you getting back to basics. Start out small in scope. There will be no great world saving quest. Someone likely failed that kind of thing there, long ago. Thus the world is the way it is now. Players will start out selecting from six just coming of age pre-generated PCs. That know each other from growing up together in and around one athe small town of Harken. The Baronial seat of the Barony of Harkenwold (See the Nentir Vale Map above.) Harken is located where the dot just to the left and below 'Harkenwold.')
I'm using the pre-generated PCs so as to get a quick start to the game. Once Players select there PC's, on a first come, first serve basis. Then the game will get started in IC right away. I'm looking for ROLEplayers rather then ROLLplayers. This will be a comparatively low level magical game as far as magical treasure and the like goes. I want players that are interested in creating a interesting and thrilling collaborative story. Rather then making sure their PC is maximized as much as possible and has a magic item to help them get out of every situation.
Why pre-generated PCs. Well I've played in far to many games here on Rpol. An I'm sure you have too. That took one or even two months for character creation. Only to have had half or more of the Players lose interest before the first IC Post is even made. Or before the first combat situation is over with. For some reason it often happens then. But it's the GM who flacks and disappears around that time. Thus I hope to avoid all that.
Why 'The Fantasy Trip', you ask? Well the first part is nostalgia. TFT is the game I lost my RPGing cherry to, way back when. Sorry if that offends anyone. Secondly it is flexible enough to do what I want to do with it. An it is easy for players to learn the few basic concepts that it takes for them to to beable to pick it up quickly. Especially when using the pre-generated PCs. Which is roll 3d6 and have the total be equal or less then the adjusted attribute, either DX or IQ. Whichever the Skill, Spell, etc., that being attempted, is based. Roll higher you fail. Roll really low you exceed exceptionally well. See the sites below. But keep in mind I've made some modifications to the rules. Any mention of 'talents' that you might read actually refer to 'skills', in my version.
https://en.wikipedia.org/wiki/The_Fantasy_Trip
and
http://www.meleewizards.com/
Combat Rules
http://bluwiki.com/go/Tft-melee
Below is one of the Pre-generated PCs, Thorvald 'Shortbeard' Thorgrimson. For him to successful hit a foe with his heavy hammer, he would need to roll his adjusted DX of 10 on 3d6. If he does that, he rolls 2d6 +1 and a additional +1 for his racial advantage with axes, hammers and maces. To see what damage is caused. That total is deducted by the targeted foe's Toughness/Armor/Shield total.
We'll be using the Pyromancer Battle Mat program for combat. In the example below. Thorvald has stopped by the Inn to slack his thirst from working at the forage all day. Striking up a conversation with the Innkeeper as he partakes of his drink. At his point all the NPCs are neutral or better towards the Dwarf. An thus the yellow color around their icon's edge.
http://pyromancers.com/media/v....swf?round_id=135338
Then one of the Ruffians who are on their fourth round of drinks. Get's fresh with the serving wench. She slaps him. Which he responds by drunkenly grabbing her. The Innkeeper tells the Ruffians to let the serving wench go. But he doesn't. Now
seeking to help the serving wench. The Ruffians now have become foes, with their icons now has red around there edge. As the Innkeeper moves to get a clear shot with his crossbow that he keeps under the bar. Thorvald moves to come to her aid, readying his heavy hammer that had been hanging from his belt.
http://pyromancers.com/media/v....swf?round_id=135339
Well that's all for now, let me know if you would be interested in playing. The more interest I get, the more I will keep my noise to the grindstone to get it up and running.
Name:Thorvald 'Shortbeard' Thorgrimson
Race:Dwarf Sex:M Age:19
Height: 4'6" Weight: 210
Hair Color: COPPER Eye Color: BLUE
Languages:: Common, Dwarven
Racial Abilities:
Dwarves fight well with axes, hammers and maces, doing an extra +1 damage
The maximum load for a Dwarf is DOUBLE that for a man of equal strength.
Has Dark Vision and can see for 20 ft in total darkness, up to 50 feet in low light.
Natural Toughness (Armor +1) Movement is -2 due to their shorter stature.
ST:12 Wounds/Taken:12/0
DX:12 AdjDX:10
IQ: 9 AdjIQ: 9
MV:10-2R AdjMV: 8
Skills, and Languages
Name Cost AdjAttr.vs Successful rolls needed to gain +1 to skill.
KNIFE (1) DX / / / / / / / / / / / / / / /
AX/MACE (2) DX / / / / / / / / / / / / / / / Does +1R damage
JAVELIN (1) DX / / / / / / / / / / / / / / /
SHIELD (1) DX / / / / / / / / / / / / / / /
BLACKSMITH (2) IQ / / / / / / / / / /
RECOG. VALUE (1) IQ / / / / / / / / / /
LITERACY (1) IQ N/A
& KNOW SUMS
Language:
Common (1) N/A
Dwarven (0)
Name IQ level Training Skills Successes
ARMOURER 10 / / / / / / -1 to IQ to attempt
THROWN WPNS 7 / / / / / / / /-2 to DX to attempt
WARRIOR 9 / / / / / / -3 to IQ to attempt
Weapon Damage ST $ Wt.(lbs)(N)otes
Dagger* 1 - 1 - 10 .5 1 + 1 in HTH combat.
Heavy Hammer 2 + 1 12 45 3 RA +1 to Damage
Javelin* 2 1 + 1 9 40 3 1.5YD, jabbed at -1 Damage.+1D due to ST
Type Protection $ Wt.(lbs) DX Pen. MV Pen. Notes
Armor: Leather 2 80 7 1 0
Shield: Spiked 1 40 5 1 0 1-2D 2nd Attack Dx-4
Other: RA Toughness 1 N/A N/A
Total: 4 W&A215 18.5 2 0
ITEM $ Wt(lbs) Notes
Backpack, holds 80 lbs. 40 2 @: Item is carried in or attached to.
Bedroll 20 2 @
Flint & Steel 5 .2 Carried in Belt P. w/ Whetstone
Day's Trail Rations, 4 20 6 @Good for 2 weeks
Cooking Basics 10 3 @Sm.Pot, lg. wooden+ spoon, bowl+, mug+
Ale, 1/4 gallon 3 2 Carried in Ale/Wineskin
Ale/Wineskin 1/4 gallon 5 .5 @2.5 lbs. when full
Waterskin - 1/2 gallon 8 1 @5 lbs. when full
Hygiene Basics kit 10 2 @Comb, Razor, Soap w.cloth, towel
50 ft.5/8" rope 15 3 @Support 400 lbs.
Folding Grapnel Hook> 25 2 @Throw to 1/2 ST in squares hold400 lbs.
Belt pouch x 2 10 .4 looped on belt, hold up to 3 lbs.
Whetstone 3 .5 Carried in Belt P. w/Flint & Steel
Fishhooks and Line 10 1 @Just needs pole and bait
Folding Shovel 30 3 @>: Fairly recent Dwarven Invention>
Traveling Clothing 35 2 Suitable for a Adventurer or Woodsman
Total 474 49.1
MV pen. 0
DX pen. 0
This message was last edited by the user at 08:35, Thu 13 Aug 2015.