Compare commits
12 Commits
09eed4d8ec
...
f63e52ba3b
Author | SHA1 | Date | |
---|---|---|---|
f63e52ba3b | |||
d657b3e614 | |||
93fc6ba10d | |||
f0bb6ae91d | |||
c3e86d9e50 | |||
cb9e99cef9 | |||
7d5c1fb80b | |||
1b97111cba | |||
0bb18048ef | |||
b7828d2f7f | |||
b4d7e3b825 | |||
cc0f381001 |
@ -67,6 +67,8 @@ Elyan Gareth is a brash and exiled gunslinger [warrior] who crafts unique object
|
|||||||
again.
|
again.
|
||||||
* Elyan attempts to break him out. Tebeza kills Belendyl before they can escape. Elyan escapes. Swears revenge
|
* Elyan attempts to break him out. Tebeza kills Belendyl before they can escape. Elyan escapes. Swears revenge
|
||||||
on Tebeza.
|
on Tebeza.
|
||||||
|
* **Discovery**
|
||||||
|
* Rediscover Belendyl's upgraded ammunition formula
|
||||||
* **[Redeem Ibrandul](arcs#redeem-ibrandul)**
|
* **[Redeem Ibrandul](arcs#redeem-ibrandul)**
|
||||||
|
|
||||||
### Cyphers
|
### Cyphers
|
||||||
|
@ -24,7 +24,8 @@ Quarter Roy is a strong tough warrior who rages.
|
|||||||
* **Bash (1 Might point):** pummeling melee attack inflicts 1 less point of damage, but dazes.
|
* **Bash (1 Might point):** pummeling melee attack inflicts 1 less point of damage, but dazes.
|
||||||
* **Physical Skills:** balancing, climbing.
|
* **Physical Skills:** balancing, climbing.
|
||||||
* **Trained Without Armor:** trained in Speed defense tatks when not wearing armor.
|
* **Trained Without Armor:** trained in Speed defense tatks when not wearing armor.
|
||||||
* **Combat Prowess:** add +1 damage to melee weapon attacks.
|
* **No Need for Weapons:** unarmed attacks count as medium instead of light weapons [or still as light weapons if you
|
||||||
|
prefer the task to be eased rather than the damage ~bss].
|
||||||
* **Healthy:** add 1 to the points you regain when you make a recovery roll.
|
* **Healthy:** add 1 to the points you regain when you make a recovery roll.
|
||||||
* **Passives**
|
* **Passives**
|
||||||
* **Very Powerful:** +4 to your Might pool.
|
* **Very Powerful:** +4 to your Might pool.
|
||||||
|
@ -166,7 +166,7 @@ cost and investment. Others focus on an particular style or school, you prefer f
|
|||||||
* Tier 2: **Enhanced Intellect Edge**
|
* Tier 2: **Enhanced Intellect Edge**
|
||||||
* Tier 3: **Type Swap Option: Mid Tier Ability** --- as above
|
* Tier 3: **Type Swap Option: Mid Tier Ability** --- as above
|
||||||
* Tier 3: **Enhanced Intellect or Extra Recovery**
|
* Tier 3: **Enhanced Intellect or Extra Recovery**
|
||||||
|
* ...
|
||||||
|
|
||||||
## Abilities
|
## Abilities
|
||||||
|
|
||||||
@ -175,6 +175,58 @@ cost and investment. Others focus on an particular style or school, you prefer f
|
|||||||
* *Sky/Air (2 Intellect points).* You or a creature you touch can fly short distances for ten minutes. You must land at
|
* *Sky/Air (2 Intellect points).* You or a creature you touch can fly short distances for ten minutes. You must land at
|
||||||
the end of your movement, or otherwise fall. Action.
|
the end of your movement, or otherwise fall. Action.
|
||||||
|
|
||||||
|
## Optional Rules
|
||||||
|
|
||||||
|
### Relationship Connections
|
||||||
|
|
||||||
|
> This rule is inspired by 13th Age's Icon Relationships, though not a direct copy. It tries to get the same feel but in
|
||||||
|
> a Cypher System framework. ~bss
|
||||||
|
|
||||||
|
To more closely connect characters with the (other) significant movers and shakers of the game, relationship connections
|
||||||
|
generate free 1 XP spends that represent a close mystical, operational, or situational tie with a major world NPC (or
|
||||||
|
their factions). As a reminder, 1 XP can be spent by players on:
|
||||||
|
|
||||||
|
* Immediate benefits (a reroll, or refuse a GM intrusion)
|
||||||
|
* Player intrusions (varies, see the rules as they are pretty open-ended)
|
||||||
|
|
||||||
|
**Obtaining relationship points:** As an extra step in character creation, you receive 4 relationship points, which you
|
||||||
|
allocate to 1 to 3 significant NPCs. These NPCs may be provided by the GM ahead of time, or GMs may allow players to
|
||||||
|
define key NPCs and organizations themselves, at their discretion. Each point represents an increasingly stronger
|
||||||
|
connection between the player character and that NPC and agents of that NPC, and makes obtaining connections more
|
||||||
|
likely.
|
||||||
|
|
||||||
|
You should define if these relationships are *positive*, *conflicted*, or *negative*, though they have no mechanical
|
||||||
|
effect --- it is just to help establish why they are interested and involved in the events the PC experiences.
|
||||||
|
|
||||||
|
**Regularly obtaining relationship connections:** After taking ten hours of rest (or otherwise making the recovery roll
|
||||||
|
associated with a ten hour rest), roll a difficulty 5 generic (not associated to a pool) task for each relationship you
|
||||||
|
put points into during character creation. Each point eases the task by one step. For example, a character with all of
|
||||||
|
their points in one particular relationship makes one difficulty 1 roll after each ten hour rest, all but guaranteeing
|
||||||
|
that their relationship will factor in to one of the upcoming scenes or conflicts, whereas a character with their points
|
||||||
|
spread across three relationships makes three rolls that are together to succeed on but may yield more points to use.
|
||||||
|
Since this roll is not associated to a pool, Effort cannot be used to ease the roll.
|
||||||
|
|
||||||
|
If a player fails all of their relationship connection rolls, they get one connection to a relationship of the GM's
|
||||||
|
choosing (whether or not the character is normally aligned with the relationship), which can be spent as normal, but
|
||||||
|
it comes with a GM intrusion as an extra little gotcha when used.
|
||||||
|
|
||||||
|
**Obtaining relationship connections ad hoc:** The GM can call for connection rolls for a specific relationship, as
|
||||||
|
above, at any point if the story warrants it --- for example, if the party is encountering a site blessed by a related
|
||||||
|
deity or meeting with officials of a related faction. The results of these rolls do not invalidate any existing
|
||||||
|
relationship connections, but also do not yield a "gotcha" consolation connection.
|
||||||
|
|
||||||
|
Generally, a player can only roll for the relationships they have, unless the GM feels the situation warrants otherwise.
|
||||||
|
The GM may also grant free relationship connections as desired, for example if the party receives a boon from the
|
||||||
|
emperor of the kingdom.
|
||||||
|
|
||||||
|
**Using relationship connections:** Any time before their character's ten hour rest, the player has the option at any
|
||||||
|
time to spend a connection as if it was 1 XP. The player should frame the use in light of some sort of positive or
|
||||||
|
negative influence from the connection's people, factions, magical effects, or so on. A sudden ally appears, they recall
|
||||||
|
some off-camera intel, the relationship's spirits suddenly appear to whisper a secret or bless their attack roll, and so
|
||||||
|
on.
|
||||||
|
|
||||||
|
Connections not spent by the time the next ten hour rest is rolled are lost.
|
||||||
|
|
||||||
## Rituals
|
## Rituals
|
||||||
|
|
||||||
### Read Object
|
### Read Object
|
||||||
@ -212,6 +264,7 @@ less typical fantasy weapons (guns).
|
|||||||
|---------------------------------------|-------|---------------------------|-----------------------------------|
|
|---------------------------------------|-------|---------------------------|-----------------------------------|
|
||||||
| Blowgun | 5 gp | | Short range |
|
| Blowgun | 5 gp | | Short range |
|
||||||
| Blowgun darts (20) | 1 gp | Piercing | |
|
| Blowgun darts (20) | 1 gp | Piercing | |
|
||||||
|
| Bow, short | 20 gp | | Long range |
|
||||||
| Dagger | 2 gp | Piercing | Can be thrown up to short range |
|
| Dagger | 2 gp | Piercing | Can be thrown up to short range |
|
||||||
| Hand crossbow | 75 gp | | Short range |
|
| Hand crossbow | 75 gp | | Short range |
|
||||||
| Crossbow bolts (20) | 1 gp | Piercing | |
|
| Crossbow bolts (20) | 1 gp | Piercing | |
|
||||||
@ -230,7 +283,7 @@ less typical fantasy weapons (guns).
|
|||||||
| Medium Weapons (4 points of damage) | Price | Property | Notes |
|
| Medium Weapons (4 points of damage) | Price | Property | Notes |
|
||||||
|---------------------------------------|-------|-----------------------|-----------------------------------|
|
|---------------------------------------|-------|-----------------------|-----------------------------------|
|
||||||
| Battleaxe | 10 gp | Slashing | |
|
| Battleaxe | 10 gp | Slashing | |
|
||||||
| Bow | 30 gp | | Long range |
|
| Bow, long | 30 gp | | Long range |
|
||||||
| Arrows (20) | 1 gp | Piercing | |
|
| Arrows (20) | 1 gp | Piercing | |
|
||||||
| Broadsword or longsword | 15 gp | Slashing | |
|
| Broadsword or longsword | 15 gp | Slashing | |
|
||||||
| Club | 1 sp | Bludgeoning | |
|
| Club | 1 sp | Bludgeoning | |
|
||||||
@ -248,7 +301,7 @@ less typical fantasy weapons (guns).
|
|||||||
| Scimitar | 25 gp | Slashing | |
|
| Scimitar | 25 gp | Slashing | |
|
||||||
| Smokepowder pistol | 300 gp| | Short range |
|
| Smokepowder pistol | 300 gp| | Short range |
|
||||||
| Smokepowder rifle | 500 gp| | Long range |
|
| Smokepowder rifle | 500 gp| | Long range |
|
||||||
| Smokepowder bullets | - | Piercing | Needs to be crafted |
|
| Smokepowder bullets | - | Firearm | Needs to be crafted |
|
||||||
| Spear | 1 gp | Piercing, reach | Can be thrown up to long range |
|
| Spear | 1 gp | Piercing, reach | Can be thrown up to long range |
|
||||||
| Trident | 5 gp | Piercing | |
|
| Trident | 5 gp | Piercing | |
|
||||||
|
|
||||||
@ -262,7 +315,15 @@ less typical fantasy weapons (guns).
|
|||||||
| Heavy spear | 15 gp | Piercing, reach | |
|
| Heavy spear | 15 gp | Piercing, reach | |
|
||||||
| Maul | 10 gp | Bludgeoning | |
|
| Maul | 10 gp | Bludgeoning | |
|
||||||
| Smokepowder shotgun | 750 gp| | Immediate range |
|
| Smokepowder shotgun | 750 gp| | Immediate range |
|
||||||
| Smokepowder bullets | - | Piercing | Needs to be crafted |
|
| Smokepowder shells | - | Firearm | Needs to be crafted |
|
||||||
|
|
||||||
|
The weapon properties:
|
||||||
|
|
||||||
|
* **Slashing:** +1 damage against unarmored targets; −1 damage against armored targets.
|
||||||
|
* **Piercing:** +1 damage on all special rolls; −1 damage on a successful attack roll of 5 or less.
|
||||||
|
* **Bludgeoning:** Ignores 1 Armor; −1 damage against unarmored targets.
|
||||||
|
* **Reach:** Provides an asset to Speed defense rolls against melee attacks, unless the attacker is also using a reaching weapon; attack rolls are hindered in tight spaces.
|
||||||
|
* **Firearm:** Ignores 1 Armor.
|
||||||
|
|
||||||
## Conversions
|
## Conversions
|
||||||
|
|
||||||
|
@ -22,6 +22,7 @@ homebrew](homebrew). Additionally, I use the following house rules:
|
|||||||
* [Optional spellcasting uses pool points, not recovery rolls](homebrew#cost-of-optional-spellcasting)
|
* [Optional spellcasting uses pool points, not recovery rolls](homebrew#cost-of-optional-spellcasting)
|
||||||
* [Recovery rolls can be applied in any
|
* [Recovery rolls can be applied in any
|
||||||
order](https://callmepartario.github.io/og-csrd/#house-rule-making-recovery-rolls-in-any-order)
|
order](https://callmepartario.github.io/og-csrd/#house-rule-making-recovery-rolls-in-any-order)
|
||||||
|
* [Relationship connections](https://orb.moe/cypher/homebrew#relationship-connections)
|
||||||
* [Weapon properties](https://callmepartario.github.io/og-csrd/#optional-rule-weapon-properties)
|
* [Weapon properties](https://callmepartario.github.io/og-csrd/#optional-rule-weapon-properties)
|
||||||
|
|
||||||
### General Advice
|
### General Advice
|
||||||
|
81
pages/emerald-flame/index.md
Normal file
81
pages/emerald-flame/index.md
Normal file
@ -0,0 +1,81 @@
|
|||||||
|
Title: Emerald Flame
|
||||||
|
Description: bss's play by email TTRPG meta-campaign.
|
||||||
|
|
||||||
|
# Emerald Flame
|
||||||
|
|
||||||
|
Emerald Flame is a PBEM Cypher System campaign set in my "house" setting of [Etravar](/etravar/). I run my campaigns
|
||||||
|
pretty free-form, with setting details filled in by everyone as we go, so there's no premeditated plot to start with,
|
||||||
|
other than exploring a high fantasy game and seeing where it takes us.
|
||||||
|
|
||||||
|
I'll fill this page in as the game progresses, but for now, here's some starting and organizing information.
|
||||||
|
|
||||||
|
## Etravar
|
||||||
|
|
||||||
|
|> [](mystvil.png)
|
||||||
|
|: The starting area in Emerald Flame, the Mystvil region of Trezuria.
|
||||||
|
{: .right }
|
||||||
|
|
||||||
|
I have successfully run games in established settings, such as the Forgotten Realms, but I tend not to hew too close to
|
||||||
|
the setting canon, so for this campaign, I'm going to use the setting that I have just started putting some bones
|
||||||
|
together for, and as we play, we'll provide more detail based on our wants and needs. The link above includes said bones
|
||||||
|
and whatever else we've defined to this point --- at its briefest, Etravar is a high fantasy campaign setting, with some
|
||||||
|
in-world justification for embracing weird stuff to encounter and explore.
|
||||||
|
|
||||||
|
We'll start in a small town in Trezuria, which we can figure out the details of as we start creating characters with
|
||||||
|
backgrounds. Assume there's a new weird anomaly in the area that you're interested in for whatever reason.
|
||||||
|
|
||||||
|
## Play By Email
|
||||||
|
|
||||||
|
I have started an [Emerald Flame mailing
|
||||||
|
list](https://lists.incorporeal.org/postorius/lists/emerald-flame.lists.incorporeal.org/) for people to subscribe to.
|
||||||
|
Both players and readers/lurkers are encouraged to subscribe, and can do so via the web form (known/interested players
|
||||||
|
should further send an email to the list and/or ping me off the list, so I can set up the moderation settings
|
||||||
|
appropriately). The list will be moderated to allow only the current players to post to the game, but anyone is welcome
|
||||||
|
to read, and there will also be a public archive if people would prefer to read that way. The archive [is
|
||||||
|
here](https://lists.incorporeal.org/hyperkitty/list/emerald-flame@lists.incorporeal.org/) if you need to go back to
|
||||||
|
refer to an old post in order to read and/or reply to it (which you can do from inside the web interface, if you are
|
||||||
|
logged in).
|
||||||
|
|
||||||
|
A draft of thoughts on how to conduct our game over email is available [here](/play-by-email). These are some things
|
||||||
|
I've learned from similar ventures in the past, and also some ideas that I think should be good --- but they are just
|
||||||
|
guidelines, and of course malleable to our group's needs.
|
||||||
|
|
||||||
|
### Reminders and Pings
|
||||||
|
|
||||||
|
I've also started an IRC channel, #emerald-flame, on [Randomus](https://randomus.net/), my IRC network. Players are
|
||||||
|
encouraged to join for reminders and other out-of-game conversations ([web IRC
|
||||||
|
link](https://webirc.randomus.net/#emerald-flame), or ask me for access to [persistent web
|
||||||
|
connections](https://lounge.randomus.net), or see the Randomus site for client setup info), but it is expected to be
|
||||||
|
very low traffic, and optional.
|
||||||
|
|
||||||
|
## Cypher System
|
||||||
|
|
||||||
|
I love [the Cypher System](/cypher/). It's a flexible system with a lot of room for homebrew and game-specific rules,
|
||||||
|
with rich character customization options, and yet the core game mechanic is pretty simple and well-suited for
|
||||||
|
asynchronous play. There's a great rendering of [the Cypher System Reference
|
||||||
|
Document](https://callmepartario.github.io/og-csrd/) that I suggest reading if you are not familiar with the game, and I
|
||||||
|
also have some ever-expanding [set of homebrew and house rules](https://orb.moe/cypher/#homebrew-and-house-rules) that
|
||||||
|
will probably be relevant to the game.
|
||||||
|
|
||||||
|
### Character Creation
|
||||||
|
|
||||||
|
Firstly, I encourage talking through any ideas and questions you have on the mailing list (I'll start a thread after
|
||||||
|
some signups), so folks can see them and build ideas around the group. But, if you're still interested or on the fence,
|
||||||
|
feel free to just ping me with any questions.
|
||||||
|
|
||||||
|
[Old Gus' Unofficial Cypher System Player's Guide](https://callmepartario.github.io/og-csrd/og-cspg.html) is a really
|
||||||
|
good starting point for getting into the system and character creation in a guided way, if you want to just take a crack
|
||||||
|
at it on your own or get a feel for it. I have some homebrew character options and house rules, as linked above, that
|
||||||
|
I'm working on integrating into my own copy of the CSRD, but for the moment you can just refer to that above as you're
|
||||||
|
building a character.
|
||||||
|
|
||||||
|
Things to be sure to look at:
|
||||||
|
|
||||||
|
* [How to play](https://callmepartario.github.io/og-csrd/#this-is-how-you-play-the-cypher-system)
|
||||||
|
* [Key concepts](https://callmepartario.github.io/og-csrd/#key-concepts)
|
||||||
|
* [The fantasy genre in general](https://callmepartario.github.io/og-csrd/#chapter-13-fantasy)
|
||||||
|
* [Common foci](https://callmepartario.github.io/og-csrd/#fantasy-foci)
|
||||||
|
* [Options in building common concepts](https://callmepartario.github.io/og-csrd/#fantasy-character-options)
|
||||||
|
* [Species](https://callmepartario.github.io/og-csrd/#fantasy-species-descriptors)
|
||||||
|
* [Types](https://callmepartario.github.io/og-csrd/#chapter-5-type)
|
||||||
|
* [Examples of character arcs](https://callmepartario.github.io/og-csrd/#sample-character-arcs)
|
BIN
pages/emerald-flame/mystvil.png
Normal file
BIN
pages/emerald-flame/mystvil.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 5.6 MiB |
@ -3,17 +3,17 @@ Description: bss's high fantasy campaign setting, a world of adventuring and
|
|||||||
|
|
||||||
# Etravar
|
# Etravar
|
||||||
|
|
||||||
Etravar is bss's home campaign setting, a universe of high fantasy, setting adventuring and discovery against the backdrop
|
Etravar is bss's home campaign setting, a universe of high fantasy, setting adventuring and discovery against the
|
||||||
of points of light in the wilderness and the forgotten legacy of lost eras. It is
|
backdrop of points of light in the wilderness and the forgotten legacy of lost eras. It is meant to be a rich, varying
|
||||||
meant to be a rich, varying world, where any type of adventure can occur among its many continents and regions, most of
|
world, where any type of adventure can occur among its many continents and regions, most of which haven't (in game
|
||||||
which haven't been written of or described yet.
|
terms) been written of or described yet.
|
||||||
|
|
||||||
## History
|
## History
|
||||||
|
|
||||||
### Creation
|
### Creation
|
||||||
|
|
||||||
In the beginning, The One Beyond spawned three goddesses out of the endless nothingness --- the twin sisters Nydia,
|
In the beginning, The One Beyond spawned three goddesses out of the endless nothingness --- the twin sisters Nydia,
|
||||||
goddess of light and Dysthia, goddess of darkness, and Etra, goddess of creation. The twin sisters both coveted domain
|
goddess of light and Dysthia, goddess of darkness, and Etra, goddess of existence. The twin sisters both coveted domain
|
||||||
over Etra, and waged a bitter war, bringing about the light of the stars and the darkness of the void, creating the
|
over Etra, and waged a bitter war, bringing about the light of the stars and the darkness of the void, creating the
|
||||||
universe. As they sparred over eons, their wounds shed their essence and, merging with that of Etra's, created the
|
universe. As they sparred over eons, their wounds shed their essence and, merging with that of Etra's, created the
|
||||||
planes, including the material plane which is (inaccurately) considered to be Etra herself. The war between the sisters
|
planes, including the material plane which is (inaccurately) considered to be Etra herself. The war between the sisters
|
||||||
@ -22,22 +22,22 @@ moon, life, death, and so on --- countless immortal forces that shape the univer
|
|||||||
|
|
||||||
### Civilization
|
### Civilization
|
||||||
|
|
||||||
There is no agreed upon definition --- or even guess --- of the age of the world, or life on Etra. Modern scholars
|
There is no agreed upon definition --- or even guess --- of the age of the world, or life on Etra. Contemporary scholars
|
||||||
believe there are at least one hundred millennia of empires rising and falling that have shaped the world, but this is
|
believe there are at least one hundred millennia of empires rising and falling that have shaped the world, but this is
|
||||||
as much a guess as any previous attempt to estimate the age of Etra. This belief holds that in those lost ages multiple
|
as much a guess as any previous attempt to estimate the age of Etra. This belief holds that in those lost ages, multiple
|
||||||
progenitor races native to Etra gave rise to great civilizations and further peoples before disappearing from the record
|
progenitor species native to Etra gave rise to great civilizations before disappearing from the record of time, be it by
|
||||||
of Etra, be it by gradual decline, war, leaving for other worlds, or so on. Little is known about these races other than
|
gradual decline, war, leaving for other worlds, or so on. Little is known about these progenitors and their cultures
|
||||||
the undocumented relics and ruins left behind.
|
other than the undocumented relics and ruins left behind.
|
||||||
|
|
||||||
The oldest known history is owned by the elves and dwarves, both ancient races in their own right. They shaped the lands
|
The oldest known history is owned by the elves and dwarves, both ancient ancestries in their own right. They shaped the
|
||||||
above and below long before humankind rose to prominence, and in a way shaped the ecology of Etra itself --- their vast
|
lands above and below long before humankind rose to prominence, and in a way shaped the ecology of Etra itself --- their
|
||||||
cities and dungeons have become part of the world's genetic memory, and it naturally spawns weird dungeons, corrupted or
|
vast cities and dungeons have become part of the world's genetic memory, and it naturally spawns weird dungeons,
|
||||||
blessed plazas, and the like. The living world creates not just flora and fauna, but also grand towers and abominable
|
corrupted or blessed plazas, and the like. The living world creates not just flora and fauna, but also grand towers and
|
||||||
strongholds.
|
abominable strongholds.
|
||||||
|
|
||||||
It is claimed by some that an immense magical calamity brought about by the elves and dwarves brought Etra --- both the
|
It is claimed by some that an immense magical calamity brought about by the elves and dwarves brought Etra --- both the
|
||||||
world and the goddess --- to the brink of annihilation, with this corruption its/her only chance at survival, but both
|
world and the goddess --- to the brink of annihilation, with this symbiosis of "manmade" constructs its/her only chance
|
||||||
races' leaders and scholars vehemently reject such slander.
|
at survival, but both cultures' leaders and scholars vehemently reject such slander.
|
||||||
|
|
||||||
## The Material Plane
|
## The Material Plane
|
||||||
|
|
||||||
@ -48,18 +48,44 @@ as some deities are known by multiple names or unknown in a region entirely.
|
|||||||
|
|
||||||
### Trezuria
|
### Trezuria
|
||||||
|
|
||||||
Trezuria is a long continent, spanning most of the latitudes, leading to a diverse climate over the span of the
|
Trezuria is a long continent, spanning most of the latitudes, leading to a diverse climate over its span. It is roughly
|
||||||
continent. It is roughly divided into a north and south Trezuria, divided by a vast mountain range that runs from ocean
|
divided into a north and south Trezuria, split by a vast mountain range in the middle that runs from ocean to ocean.
|
||||||
to ocean.
|
|
||||||
|
|
||||||
## Themes
|
Magitech has started to flourish in south Trezuria, as mages and artificers have driven rapid
|
||||||
|
advances in machines and rituals in the largest cities, and those advances have begun to spread throughout the
|
||||||
|
continent. Natural borders and uninhabited lands have been the primary impediment to a rapid spread of magitech to the
|
||||||
|
rest of Etra, but these advances have not come without detractors.
|
||||||
|
|
||||||
|
## Peoples
|
||||||
|
|
||||||
|
The sapient species that compose the people of Etra come in a wide variety --- human-like or not --- and are further
|
||||||
|
distinguished into various cultures, kin, and ethnicities based on their home region, shared traditions, flavor of
|
||||||
|
religion, and so on. Humans, elves, and dwarves combined make up a rough majority in Etra, but there is no clear
|
||||||
|
dominant species nor supermajority among the peoples of the world. Though isolated lands and cultures exist, it is not
|
||||||
|
unusual for most groups to maintain a mix of types of people. Within the forgotten lands, it is possible that even the
|
||||||
|
progenitors still live.
|
||||||
|
|
||||||
|
## Religion
|
||||||
|
|
||||||
|
Hundreds of major and minor deities fill the Etran pantheon, and most life activities and ideas are either directly
|
||||||
|
represented in a a deity's portfolio, or have a patron associated with a deity. Commonfolk rarely devote themselves to
|
||||||
|
only one deity, rather making prayers and pleas to the deities representing the trials and blessings of day-to-day life.
|
||||||
|
Clerics and paladins of a particular god are the notable exception, but even as they call on the power of the deity that
|
||||||
|
grants their power, they will readily say a prayer to an allied deity.
|
||||||
|
|
||||||
|
Despite their role in creating the unknown universe, the Three Sisters (Nydia, Dysthia, and Etra) have no particular
|
||||||
|
dominance or hierarchial role in the Etran pantheon.
|
||||||
|
|
||||||
|
## Themes Gaming in Etravar
|
||||||
|
|
||||||
* The universe is a wide assortment of planes, including forces of law/chaos, good/evil, and light/dark, connected via an
|
* The universe is a wide assortment of planes, including forces of law/chaos, good/evil, and light/dark, connected via an
|
||||||
astral plane.
|
astral plane.
|
||||||
* Magic is common but not commonly-practiced, and is nearly limitless in potential.
|
* Magic is common but not commonly-practiced, and is nearly limitless in potential.
|
||||||
|
* Magical corruption has warped the land and perhaps life itself, causing an ebb and flow of strange phenomena,
|
||||||
|
essentially limitless in scope.
|
||||||
* Casting magic can be learned, divinely bestowed, or inherent.
|
* Casting magic can be learned, divinely bestowed, or inherent.
|
||||||
* Civilization ranges from hunter tribes to grand metropolises, points of light with much uncharted territory in
|
* Civilization ranges from hunter tribes to grand metropolises, points of light with much uncharted territory in
|
||||||
between.
|
between.
|
||||||
* The world is old, many civilizations have risen and fallen.
|
* The world is old, many civilizations have risen and fallen.
|
||||||
* The world itself is magical, and not strictly bound by natural law.
|
* The world itself is magical, and not strictly bound by natural law.
|
||||||
* Humans, elves, and dwarves are most common among civilized lands, but plenty of other intelligent humanoids show up.
|
* Humans, elves, and dwarves are most common among civilized lands, but plenty of other sapient species show up.
|
||||||
|
138
pages/play-by-email.md
Normal file
138
pages/play-by-email.md
Normal file
@ -0,0 +1,138 @@
|
|||||||
|
Title: Play By Email Games
|
||||||
|
Description: bss's thoughts, guidelines, and etc. on playing "tabletop" roleplaying games over email.
|
||||||
|
|
||||||
|
# Play By Email Games
|
||||||
|
|
||||||
|
I'm providing some notes (still in draft form) for plans and procedures on playing RPGs over email. This is meant, for
|
||||||
|
the moment at least, to be an organization of what I'm thinking will work, to see if others will think it'll work too.
|
||||||
|
~bss
|
||||||
|
|
||||||
|
## Timing
|
||||||
|
|
||||||
|
PBEM is a great format because it allows a variety of players in different timezones and of different availabilities to
|
||||||
|
play a game together, but PBEM is tougher because it can take weeks to accomplish something that might otherwise take an
|
||||||
|
hour. I think the most effective way to keep the game moving is regular posting to keep the action moving. A good
|
||||||
|
posting cadence might be every few days, hopefully no more than once a week?
|
||||||
|
|
||||||
|
## Updates
|
||||||
|
|
||||||
|
Of course, half of the fun is having the space to write to a desireble length in one post and let the game play out
|
||||||
|
between what you present and the others' reaction to that post. We just need to make sure the focus is on action. These
|
||||||
|
are some guidelines (not rules) that I think make sense.
|
||||||
|
|
||||||
|
**First:** describe your character in terms of the actions they take.
|
||||||
|
|
||||||
|
You should frame your updates in terms of what your character does. Internal monologues and scene setting are welcome
|
||||||
|
(encouraged, in fact), but in the end, the update for the rest of the players is what *is happening*, not merely what
|
||||||
|
your character sees or thinks. This gives the group something to riff off of and respond to or use to consider their
|
||||||
|
next action. Worry less about the game terms for doing a thing, and just do the thing. Or...
|
||||||
|
|
||||||
|
**Second:** ask questions if the details matter, but don't let them stop the action.
|
||||||
|
|
||||||
|
If you need more information, or a ruling to be made, ask, but see if you can provide contingent actions based on the
|
||||||
|
expected results, where appropriate. This is just to save time of back and forth. Feel free to update with a modest set
|
||||||
|
of options, e.g. "if the dragon rears to attack, I quickly jump behind the pile of treasure next to me, but if it
|
||||||
|
chooses to negotiate, I would like to take a diplomatic tone." "If that awning looks like it'd be possible for me to
|
||||||
|
reach, I'll jump up there, spending effort if I need to, but if it seems impossible I'll run around the corner." Or
|
||||||
|
whatever.
|
||||||
|
|
||||||
|
**Third:** if the details don't matter yet, embellish, but also embrace "yes, but".
|
||||||
|
|
||||||
|
If a minor NPC is a valuable (or maybe even trivial) addition to your post, add them and write how they respond. I don't
|
||||||
|
need to get in the way of that, and I consider world-building to be a collaborative thing. Describe something noteworthy
|
||||||
|
in the marketplace, elaborate on the manner or demeanor of the people in the street, or have a merchant agree to common
|
||||||
|
terms on the cost of normal items. This too keeps the game moving, and gives more in the world to react to (or have
|
||||||
|
react to you). Just don't go overboard.
|
||||||
|
|
||||||
|
**Fourth:** I reserve the right to make a basic, but reasonable, action for idle characters in combat.
|
||||||
|
|
||||||
|
For most out-of-combat situations, it's easy to assume that any players not taking an action are happy to go along with
|
||||||
|
the flow, so if players are quiet for a bit, the action still progresses. In combat, however, charaters doing nothing
|
||||||
|
can disturb the narrative and the gameplay, so if it's been days (or a week?) since a post and we're in combat, I may
|
||||||
|
take a reasonable action for your character to keep the game moving.
|
||||||
|
|
||||||
|
## Post Format
|
||||||
|
|
||||||
|
I don't want to make posting updates arduous; getting the post out there is the important part. I think some guidelines
|
||||||
|
will help, however.
|
||||||
|
|
||||||
|
**First:** out-of-character questions, updates, etc. in brackets (`[]`).
|
||||||
|
|
||||||
|
Describing action should be done in paragraphs with no specific formatting. Dialogue should be in quotation marks. Out
|
||||||
|
of character information, questions, mechanical stuff, however, should be in paragraphs enclosed in `[` and `]`.
|
||||||
|
Example:
|
||||||
|
|
||||||
|
```
|
||||||
|
Having dodged the dragon's terrible acid breath, Croma is undeterred by the
|
||||||
|
assault and charges forward, broadsword primed over his shoulder, yelling
|
||||||
|
a challenge. When he reaches the dragon, he swings down, focused, perhaps
|
||||||
|
overconfidently, on decapitating it in one blow.
|
||||||
|
|
||||||
|
"I swore that I would return with your head as a trophy!"
|
||||||
|
|
||||||
|
[This is a pretty tough dragon, right? I think I'm going to use two
|
||||||
|
levels of Effort on this just to make sure, and as a reminder I am skilled
|
||||||
|
in "making reckless attacks", which I think this qualifies as? Either way,
|
||||||
|
a Might-based attack, and I don't know the difficulty so I'll let you roll
|
||||||
|
it.]
|
||||||
|
```
|
||||||
|
|
||||||
|
**Second:** if you are quoting a post, post your reply *below* the quote; everything should read in order from the top
|
||||||
|
of the post.
|
||||||
|
|
||||||
|
AKA "bottom-posting", put your reply or continuaton of thought below the text you are responding to, so that it reads
|
||||||
|
logically without scrolling to the bottom to find the context. Try to chop the post to its specific context as well,
|
||||||
|
when possible, to reduce the amount of quoted text people have to reread. Example:
|
||||||
|
|
||||||
|
```
|
||||||
|
> When he reaches the dragon, he swings down, focused, perhaps
|
||||||
|
> overconfidently, on decapitating it in one blow.
|
||||||
|
|
||||||
|
[Attacking the dragon is Difficulty 5, but with your Effort and skill, the
|
||||||
|
7 I rolled for you is just enough.]
|
||||||
|
|
||||||
|
Crome's broadsword strikes the dragon's neck soundly, but, surprisingly to
|
||||||
|
Crome --- and perhaps no one else --- the dragon's head is *not* severed,
|
||||||
|
and it reflexively lashes back in pain, knocking Crome back on his feet
|
||||||
|
next to the dragon. A bit of acid drips from the dragon's open wound, but
|
||||||
|
it looks angered and committed to continuing the fight.
|
||||||
|
```
|
||||||
|
|
||||||
|
**Third:** reply to the existing thread whenever possible.
|
||||||
|
|
||||||
|
Mail clients that do threading of posts make it easy to collect emails by subject, and can result in a nice tree view of
|
||||||
|
the proceedings. Generally, a new scene warrants a new top post with a new subject, but otherwise updates within that
|
||||||
|
scene should usually be replies to the most recent or relevant post in the thread.
|
||||||
|
|
||||||
|
**Fourth:** if you have an out of character update or question or so on, start a new thread starting with "OOC:"
|
||||||
|
|
||||||
|
If you have a question or update for the group --- you have a question about a rule or character option, or maybe you're
|
||||||
|
letting the group know you'll be on vacation for a week --- rather than complicating the gameplay with a tangent, make a
|
||||||
|
new thread and start the subject with "OOC: ". In OOC threads, the rest of the formatting guidelines don't really matter
|
||||||
|
--- they're just emails.
|
||||||
|
|
||||||
|
## Rolling Dice
|
||||||
|
|
||||||
|
Personally, I think I'm good with the honor system. If you know the parameters of the roll and are ready to roll, make
|
||||||
|
the roll yourself with whatever tool you prefer and tell us the result, both in game terms and in narrative terms. (In a
|
||||||
|
Cypher System game, this usually means you know the difficulty of the task you are attempting, are conscious of any
|
||||||
|
Effort you are spending, and are at least fairly confident in the assets, hindrances, and skills in play. Just be okay
|
||||||
|
with being corrected if you are meaningfully off in your calculations.)
|
||||||
|
|
||||||
|
You can also just roll if you don't know the target or want to leave the math to me --- again, honor system in both
|
||||||
|
directions. Cypher System rolls are simple d20 rolls, so you could just say (OOC) that you rolled an 8 and leave
|
||||||
|
success/failure to me.
|
||||||
|
|
||||||
|
And, as in the example above, if you'd prefer to just leave the whole business to me, that's fine too.
|
||||||
|
|
||||||
|
## The Mailing List
|
||||||
|
|
||||||
|
The mailing list created for a campaign will provide a common point for managing member email addresses, providing some
|
||||||
|
list-specific settings, and automatically archiving our emails. **This list, and notably the archive, will be publically
|
||||||
|
viewable.** This is advantageous to allow those casually interested to check out the game and potentially become the
|
||||||
|
next player in the game. However, the list will be moderated and only allow the game's players to post to it without
|
||||||
|
review. This is, of course, a spam reduction tactic, but will also help keep the game from drifting off-topic.
|
||||||
|
|
||||||
|
My MTA *should* have a pretty good reputation with providers, but the state of email in 2025 is always on a knife's
|
||||||
|
edge, so mail delivery may have issues from time to time; it's recommended to whitelist/accept/filter-on/etc. the list
|
||||||
|
email address.
|
Loading…
x
Reference in New Issue
Block a user