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    A Road Rarely Traveled

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    navyik

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    A Road Rarely Traveled

    Post  navyik on Wed Jan 27, 2016 12:09 am

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    navyik

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    Re: A Road Rarely Traveled

    Post  navyik on Wed Jan 27, 2016 12:19 am


    "You've proven yourselves in the counrtyside. I need to get messages to the towns. Time is running out for the prince. You'll leave at first light. Be careful of the towers. They're involved somehow."

    "Sure, we could help run messages, but I am confused.... what does all of this have to do with burning down the town library and imprisoning the local guards?"

    The Duke nearly cracks a smile. "The... Library... You'll be out there so you've a right to know." He leads you to a table with a map and what look like game pieces all over it.

    Pointing to a black rook in a town, "There are other towers in several of our towns, all libraries: ancient architecture of Gnomish origin. The creatures have only turned up near them."

    "The Squire has some... unfortunate misconceptions, but he's a good soldier. His uncle is the librarian. He believes he is protecting his uncle from an unfair investigation. Were I a younger man I'd route him out of the 'library', fire it, and put him in stocks. But perhaps he'll uncover something in there. No doubt he is searching the place to rule out a threat."

    "I love Gnomish architecture! It has always fascinated me since I was a pup. Did you know they use a spiral pattern of brick laying? It allows their towers to appear to lean, some as much as 18 degrees. They aren't just old crumbling towers, they tilt by design."

    Tuq can barely contain his excitement, "Can we examine the tower before we leave? Maybe the towers themselves hold some clue as to why the goblins are interested in them!"

    "Hmmm..." The Duke seems to consider a new thought. "I don't think the squire will let you in for fear of my interference. But when you've delivered this message to Lastwater, the Librarian there may entertain your curiosity. They won't have many soldiers to send, but we need to rule out their tower as a threat."/
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    Chris

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    Re: A Road Rarely Traveled

    Post  Chris on Wed Jan 27, 2016 11:26 am

    nice intro!

    that all sounds vaguely familiar..... but we can get a quick recap of what happened in the adventure so far?

    Do we need to keep previous characters or can we make something new?
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    navyik

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    Re: A Road Rarely Traveled

    Post  navyik on Thu Jan 28, 2016 11:33 pm

    So here's the reason I didn't want you guys making elaborate builds with a heavy front-end crunch:

    I once played a game where people were excited to find arbitrary treasure. The DM didn't have to put a +2 battle axe somewhere because the fighter spent 3 feats on battle axe. He was happy with his +2 spear. When the characters were high level, there wasn't an obvious path of progression because the unpredictable flow of the story changed how they advanced. This led to posessing abilities, powers, class levels, and items in combinations that no self respecting character cruncher would EVER choose. It ended up being the most fun I'd ever had gaming.

    While I love a good crunch, there's something magical about being excited to find a +1 flail or a horn of fog. Let's take a break from unstopable juggernauts, unhitable tricksters and inexhaustable spell stackers. Let's just play good old fashioned D&D.

    Bronson HAS to make a character because he is new. The rest of you get only one more. Make these new characters count because they will stick until they lay mouldering in a pool of viscera at the feet of my monsters.
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    MrBrownstone75

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    Re: A Road Rarely Traveled

    Post  MrBrownstone75 on Fri Jan 29, 2016 12:19 am

    I completely understand where you're coming from Alan. If you need me to "un-crunch" my character and use another ruleset like 1st Ed AD&D I have no problem with that. Just let me know where you want this to go and I will be happy to oblige.
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    Chris

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    Re: A Road Rarely Traveled

    Post  Chris on Fri Jan 29, 2016 12:55 am

    navyik wrote:So here's the reason I didn't want you guys making elaborate builds with a heavy front-end crunch:

    I once played a game where people were excited to find arbitrary treasure.  The DM didn't have to put a +2 battle axe somewhere because the fighter spent 3 feats on battle axe.  He was happy with his +2 spear.  When the characters were high level, there wasn't an obvious path of progression because the unpredictable flow of the story changed how they advanced.  This led to posessing abilities, powers, class levels, and items in combinations that no self respecting character cruncher would EVER choose.  It ended up being the most fun I'd ever had gaming.  

     While I love a good crunch, there's something magical about being excited to find a +1 flail or a horn of fog.  Let's take a break from unstopable juggernauts, unhitable tricksters and inexhaustable spell stackers.  Let's just play good old fashioned D&D.

     


    I hear you, Alan.  

    I am all for a low-tech, low-power campaign.  It was a lot of fun last time you ran it.  But you (or any GM) can't ever force a player to excited over a +1 spear if they don't want to be (or if they put 3 feats into a battle axe).   IF the story goes in a direction that encourages changing classes AND it fits the personality of the character, then it will occur organically.  But again, you can't force that.

    I honestly think you are missing the point, though.  The +1 spear doesn't matter!  

    What should matter is whether the players are playing interesting characters (which we all can and do, in spite of crunches) AND whether the GM is telling an engaging story.    (level doesn't matter)  


    A great story + well-played characters = its own unique magic!  cheers

    study  Do not follow in the footsteps of great storytellers, seek what the sought   study
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    navyik

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    Re: A Road Rarely Traveled

    Post  navyik on Fri Jan 29, 2016 12:56 am

    MrBrownstone75 wrote:I completely understand where you're coming from Alan. If you need me to "un-crunch" my character and use another ruleset like 1st Ed AD&D I have no problem with that. Just let me know where you want this to go and I will be happy to oblige.

    A 3rd level crunch is no problem. I just want to limit rebuilds as the levels advance.
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    Chris

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    Re: A Road Rarely Traveled

    Post  Chris on Fri Jan 29, 2016 12:56 am

    navyik wrote:
    Make these new characters count because they will stick until they lay mouldering in a pool of viscera at the feet of my monsters.

    Now that's a challenge I like! Old fashioned D&D where the GM tries to kill us all drunken

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    navyik

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    Re: A Road Rarely Traveled

    Post  navyik on Fri Jan 29, 2016 1:31 am

    I'm not trying to force it. I don't plan to micro-manage or try to follow a mold. (I think I get filtered that way scratch ). But the organic development doesn't really happen if we make new optimized-top-to-bottom characters at each level.

    This is just an experiment, like any other campaign premise that catalyses a change of pace or perspective. albino I'm not objecting to your creative autonomy, I'm asking the crunchers to leave room for the story to influence the mechanics by which the characters function practically in the world.
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    Chris

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    Re: A Road Rarely Traveled

    Post  Chris on Fri Jan 29, 2016 2:16 am

    http://lodgestgaming.forumotion.com/t290-ian-trustram-formerly-of-the-city-watch-human-paladin-3#15692

    He is finished (and quite simple, imo)

    I only did 2nd level for EQ and no magic items = 1000gp (not 3000gp)

    let me know if otherwise
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    Robyo

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    Re: A Road Rarely Traveled

    Post  Robyo on Fri Jan 29, 2016 10:03 am

    I'll stick with Chef. He should be leveled-up this weekend.
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    Chris

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    Re: A Road Rarely Traveled

    Post  Chris on Fri Jan 29, 2016 11:34 am

    navyik wrote:I'm not trying to force it. I don't plan to micro-manage or try to follow a mold. (I think I get filtered that way scratch ). But the organic development doesn't really happen if we make new optimized-top-to-bottom characters at each level.

    This is just an experiment, like any other campaign premise that catalyses a change of pace or perspective.  albino   I'm not objecting to your creative autonomy, I'm asking the crunchers to leave room for the story to influence the mechanics by which the characters function practically in the world.

    Cool.

    I honestly think the actual real-time lag between playing in any given world contributes to the change-of-character-itis.  I know it does for me personally.  I haven't looked at Tuq in 5+ months and no longer feel any connection to him or his place in the story.  It honestly is not about optimizing a new crunch at each level.  We only went from 2nd to 3rd drunken

    The same thing happened in SW.  Everyone except Rob made a new character after ~1 year of real time.  People just want to try something new and different, especially if they didn't fall in love with the last character.  I had never played a small mounted character or a druid in PF before, so I wanted to give it a try.  I did that and now I just want to try something else.  

    Josh and I have both commented on a desire to play test some of the lesser-known or new classes.  I tried Hunter.  Tarro is a Slayer.  SDX a Summoner.  I really think it is more about just playing around and having fun with different classes and not just crunching.
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    navyik

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    Re: A Road Rarely Traveled

    Post  navyik on Fri Jan 29, 2016 11:46 am

    Its all good. Get the characters ready. I will post an entre act in the next few days. Working a lot along with assorted tennage girl drama.
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    Robyo

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    Re: A Road Rarely Traveled

    Post  Robyo on Sat Jan 30, 2016 11:18 am

    I can see the attraction of trying different builds. The forum makes it easy to playtest stuff. Can also understand GM wanting to keep the same characters throughout his/her story (provided they survive).

    Chef is already at 3rd level, so I won't do anything his stats. He'll spend his time training in the yard or cooking for the men. He awaits further orders from the duke, but I thought the party was going to check on the squire in the library?
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    navyik

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    Re: A Road Rarely Traveled

    Post  navyik on Sat Jan 30, 2016 11:30 am

    Robyo wrote:I can see the attraction of trying different builds. The forum makes it easy to playtest stuff. Can also understand GM wanting to keep the same characters throughout his/her story (provided they survive).

    Chef is already at 3rd level, so I won't do anything his stats. He'll spend his time training in the yard or cooking for the men. He awaits further orders from the duke, but I thought the party was going to check on the squire in the library?

    Chef went north as planned with Tuq, Korvin, Emillian, Lumenor, etc.  I will elaborate soon when I have time to post the next story hook thread.

    When Josh and Matt are ready, I will bring them in.
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    MAS
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    Re: A Road Rarely Traveled

    Post  MAS on Mon Feb 01, 2016 6:21 pm

    Ok, I see we are continuing with the characters we had, and bumping them to 3rd level, correct?

    If so, I can update tonight / tomorrow and be ready by Wednesday.
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    navyik

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    Re: A Road Rarely Traveled

    Post  navyik on Wed Feb 03, 2016 2:33 am


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