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Re: Almost ready to start Teluria
Posted: Mon Jan 23, 2012 11:15 am
by SmootRK
teluria wrote:i list them as tendencies since they reflect the general nature of each race. However any race can play any class, but the character concept conversation may be a lot more interesting.
for example a dwarven mage in one of my campahigns ended up with a back story that he was an outcast because he had magical ability. his reason for venturing out was to regain his place in dwarven society.
I do this as well. While races can join any particular class, some are obviously better suited for some endeavors, and I play to the typical fantasy stereotypes. Just like your example, a Dwarf Wizard would be exceedingly rare (amongst NPCs) and would likely be ostracized by his or her racial communities.
One particular issue, Dwarves are designed as magically resistant (apart from typical class restriction), as shown by their saving throw bonuses. For Dwarf characters, I would consider modifying or dropping these perks, as they have gone the route of embracing magic instead of remaining resistant to it. Likewise, if you are utilizing other races with similar qualities, this should be a consideration.
Re: Almost ready to start Teluria
Posted: Mon Jan 23, 2012 1:28 pm
by teluria
i run a rules light campaign, which gives a lot of flexibility even within the confines of the basic rules. i also like the idea of playing against type. which i could see as providing opportunities for comedy during role play. to a certain extent setting up tendencies for races leads to players being able to play against type but having to create an interesting back story to do so.
i like your idea about the dwarven mage, though magic for dwarven isn't an inherent thing, but more of a cultural thing, since magic is only acceptable as part of concrete object like a weapon or armor.
Re: Almost ready to start Teluria
Posted: Tue Jan 24, 2012 1:22 pm
by teluria
I now have a website named www(dot)teluria(dot)org this will start having source material uploaded soon.
In thinking more about class/race combos, im working on a table that will cross index each race to each class and whwther that combo is common, unusual, or rare. Common combos are treated as per the standard rules. Uncommon get 1d4
Plot Points which the GM assigns. These can be character quirks, a plotline the GM can use later, or back story.
Rare combos get 1d4+2 plot points. I plan to set up some random tables to help with this
Re: Almost ready to start Teluria
Posted: Thu Feb 02, 2012 12:36 pm
by Brulligrum
Lovesick wizards and flying pigs? lol
I could be up for this...but....I assume there would be timeline problems as i live in the rainy old British isles. Over here we use the jolly old queens time and what is tuesday morning for me might be friday afternoon for you.
Joking aside, I am free most weekends and dont mind getting up early or going to bed late (well not too early) ,so as i said ...I could be up for this.
Status Update
Posted: Thu Feb 02, 2012 8:40 pm
by teluria
Welcome to everyone who has registered at the campaign site.
I have the wiki started, and have most of the rules that I plan to use in the file galleries which should be accessible once you have registered. For the moment they are mostly copies of the rules direcly downloaded from Basic Fantasy. They're all in odt format so that as I get more time, they'll get whittled down into a comprehensive set of rules for Teluria.
Plan going forward is to play Saturday (-6 GMT or Central Standard Time) from 7 until 10 or 11 depending on everyone's energy and level of patience.
I'm in the process of setting up the game server now, though if there are any Linux gurus around, I'd appreciate the help, since I'm a Linux Virgin.
The game server will host the Maptools session and the Mumble server. Links to both programs are on the Wiki already.
Next steps:
1) Get the final roster of players.
2) Set up time for Install of tools with help if needed. If you're a Mac user, please let me know as Mac installs of the tools may be a little challenging since I know next to nothing about Macs.
3) Once everyone is set up to play, we'll have a character creation party as well as a quick scenario play through with pregenerated characters to let everyone (including the GM) get used to using Maptools.
4) Then let the campaign begin!
Re: Almost ready to start Teluria
Posted: Sat Feb 04, 2012 8:12 pm
by teluria
Nhave mumble server up and maptool server working inside my network. Need somone to help me test outside my network.
Re: Almost ready to start Teluria
Posted: Sat Feb 04, 2012 11:21 pm
by teluria
Thanks to Joe for helping me test things out
Update: Sounds playback is working in mumble. Game server is running. If you're interested in playing, now's the time to get in on the action. Register at the wiki, set up a time to get set up on the server, and awaaaaaay we go!
Re: Almost ready to start Teluria
Posted: Mon Feb 13, 2012 1:41 am
by teluria
Got the first PC rolled tonight. Pug Walksoft has a blog on the wiki. Also am looking at screen monkey as the gametable due to some lag issues with maptool.
Re: Almost ready to start Teluria
Posted: Mon Feb 13, 2012 2:31 pm
by Hywaywolf
do you have a date and time scheduled yet.
Re: Almost ready to start Teluria
Posted: Mon Feb 13, 2012 8:03 pm
by teluria
I'm trying to get everyone interested in playing to come on at least once to get all the technical issues worked out before we try to actually play. I'd rather get people rolled and characters set up on a one on one basis, as I really hate making people sit around trying to set up characters all at the same time.
If you're interested in playing, register at the website and let me know an evening that will work for you and I'll make myself available.
My hope is to actually start playing in a week or two, but I really want to make sure everyone's technical issues are resolved prior to the actual campaign. I don't want to have everyone show up and then spend 20 minutes trying to resolve someone's technical issues.