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Old School Openquest PbP

Started by Pseudoephedrine, August 04, 2010, 09:08:46 AM

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Pseudoephedrine

Hey folks, I'm thinking of running an old school overland travel / dungeoncrawl sandbox using the Openquest system. The game would be PbP here, with ideally at least a post every other day or so. We'd use Invisible Castle for rolling. I'm looking for up to 8 players.

Openquest SRD

Invisible Castle
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Drohem

I'm down, Psuedo. :)

Are there any House Rules that we should know about?

Pseudoephedrine

Quote from: Drohem;397234I'm down, Psuedo. :)

Are there any House Rules that we should know about?

I'll keep it simple to start. I will allow specialist characters, and characters to start with divine magic or sorcery if they so wish. I will be using the MRQ2 random encounter tables. I'm willing to take suggestions if people want a specific house rule I haven't mentioned.

The initial setting will be a small village in north-eastern Axrew (in my Moragne setting - think early Norman England with a few twists) just after the first spring thaw. The roads are finally clear enough to travel.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

skofflox

I am interested...when are you looking to start?
:)
Form the group wisely, make sure you share goals and means.
Set norms of table etiquette early on.
Encourage attentive participation and speed of play so the game will stay vibrant!
Allow that the group, milieu and system will from an organic symbiosis.
Most importantly, have fun exploring the possibilities!

Running: AD&D 2nd. ed.
"And my orders from Gygax are to weed out all non-hackers who do not pack the gear to play in my beloved milieu."-Kyle Aaron

Pseudoephedrine

Quote from: skofflox;397268I am interested...when are you looking to start?
:)

I'm eager to get going, but I want to give it a bit of time to recruit enough people. I figure about a week should be enough time. BTW, I'm totally fine with newbies / people who don't know Openquest that well joining the game if they're interested in learning the system.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Akrasia

I normally would be interested, but I cannot commit to a regular posting schedule until September (I'm traveling too much in the meantime).

If I could join later that would be cool, but if it's too much trouble no worries.
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

Pseudoephedrine

Quote from: Akrasia;397325I normally would be interested, but I cannot commit to a regular posting schedule until September (I'm traveling too much in the meantime).

If I could join later that would be cool, but if it's too much trouble no worries.

Hah, I thought this might tweak your interest ;)

Yeah, if you need to join later, that's fine with me. We may end up taking a while for character generation, depending on how many people we get.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

skofflox

Quote from: Pseudoephedrine;397281I'm eager to get going, but I want to give it a bit of time to recruit enough people. I figure about a week should be enough time. BTW, I'm totally fine with newbies / people who don't know Openquest that well joining the game if they're interested in learning the system.

Cool! I am a nu'b,this will be my first PbP and Openquest is new as well though I am familiar with %d.systems in general.I will start looking over the links you provided and thinking on what sort of character I might want to play.
AWESOME...:)
Form the group wisely, make sure you share goals and means.
Set norms of table etiquette early on.
Encourage attentive participation and speed of play so the game will stay vibrant!
Allow that the group, milieu and system will from an organic symbiosis.
Most importantly, have fun exploring the possibilities!

Running: AD&D 2nd. ed.
"And my orders from Gygax are to weed out all non-hackers who do not pack the gear to play in my beloved milieu."-Kyle Aaron

Drohem

OK, here is my character concept.  I used the random generation method and here are the Invisible Castle rolls.

Norel is a fairly young dwarven male at the age of 55-years-old.  He was trained in metal smithing by his family from the time he was small dwarven child.  He was also trained in the arts of warfare by his grandfathers, father, older brothers, uncles, and cousins.  He was trained in the ways of the Earth Mother Cult by his grandmothers, mother, old sisters, aunts, and cousins.

Once he reached adulthood at the age of 45-years-old, he spent five years in the family business working with metals.  However, about five years ago, he clan's holdings were attacked by a horde of goblinoids.  He fought well and bravely, but saw many of his kin and childhood friends die in that war.  It changed him in many ways.  He discovered that he is a naturally born warrior, and that killing came easy to him.  

He stayed with his family and clan for four years after the war to help rebuild.  However, it was difficult for him, and he took up excessive drinking.  He had difficulty sleeping as well.  Rather than subject his family, kin, and community to his degeneration, he left home about a year ago.  

He has been trying to mend to his soul, but he doesn't exactly know what he needs to do.  He's still prone to binging occasionally, but he doesn't drink as much as he did when he was at home.  He has become more comfortable with the idea that he is a natural born killer, but he will only kill if he is forced to do so.  He knows the end result of violence intimately, and, therefore, doesn't initiate unless given no choice.

His name meaning:
Nor (-Nora) = Mithril
el = Warrior

His stronghold meaning:
Glor (-Glori) = Silver/Glitter/Glittering
arr (-aln) = Tower

I use this excellent name generator for dwarves:
http://grey-starr.ca/Tools/random-male-dwarf-name.htm


Character Name: Norel Glorarr
Initiate: Earth Mother Cult
Player: Drohem
Campaign: Moragne

=== CHARACTERISTICS ===
11 = STR
16 = CON
09 = DEX
08 = SIZ
14 = INT
14 = POW
11 = CHA

=== ATTRIBUTES ===
+0 = Damage Modifier
12 = Hit Points
06 = Major Wound Level
14 = Magic Points
15m = Movement Rate

02 = Hero Points

=== PRACTICAL SKILLS ===
25% = Athletics
34% = Craft
23% = Deception
23% = Driving
44% = Engineering
44% = Healing
21% = Influence
23% = Mechanisms
21% = Performance
48% = Perception
23% = Riding
23% = Sailing
25% = Streetwise
24% = Trade

=== KNOWLEDGE SKILLS ===
24% = Culture (Dwarf)
64% = Language (Dwarf)
79% = Nature Lore
24% = Culture (Human)
24% = Language (Human)

=== RESISTANCES ===
39% = Dodge
34% = Persistence
50% = Resilience

=== MAGIC SKILLS ===
42% = Battle Magic Casting
14% = Sorcery Casting
54% = Religion (Earth Mother)

=== COMBAT SKILLS ===
50% = Close
43% = Ranged
20% = Unarmed

=== EQUIPMENT ===
Leather armor (AP 2; ENC 3)
Shield (Medium; 1d6; Enc 2)
Nomad bow (1d8; 125m Range; Load 1; ENC 2)
Ball & Chain (1d8; ENC 2)
Dagger (1d4+1)
Backpack
Rope
Traveling rations (2 weeks)
Flint and tinder
Water skin
Bedroll (ENC 1)
First aid kit
Lantern (ENC 1)
Oil, flask x2 (ENC 2)

130 = Starting Silver
92 = Current Silver

=== SPELLS ===
Heal (Battle Magic; magnitude 2)
Protection (Battle Magic; magnitude 2)
Divine Heal (Divine Magic; magnitude 2)

Pseudoephedrine

One minor change: Demons, half-demon mutants and evil cultists fit better than gobs into Moragne, if it's alright that his hold was attacked by them instead.

As a dwarf, you're probably not from the country of Moragne itself, but from Geornland or Sassenland, neighbouring barbarous regions. Geornland is more northern, basically a big grassy bowl surrounded and split up by mountain chains. Sassenland is more southern, but covered in hills and forests with a spectacular mountain range forming its northern border. Geornland is closer and Sassenland is further away, if that shapes your decision.

In Sassenland and Geornland, dwarves are more like another tribe or clan than a truly separate race. In the kingdom of Moragne proper, there are few dwarves, almost all travelers from elsewhere. So instead of buying "dwarf" and "human" culture, you can take Sassen/Georn culture instead and it'll cover dwarf + human. The same is true of language. Moragnian and Morag (language) are the culture and language of the kingdom you'll be in.

As a Sassen or Georn, it's cool to worship the Earth Mother, but the Moragnians are (ideally) monotheists who worship a single god known as the Hidden God.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Drohem

Half-demon mutants and cultists instead of goblinoids?  Check!  Sounds good. :)

He'll be a Sassen.

Drohem

For some reason, I can't edit my posts on this site.  Here is an updated sheet.  Is Sassen a separate language too?  Did I get the Knowledge skills right?

Character Name: Norel Glorarr
Race: Dwarf
Initiate: Earth Mother Cult
Homeland: Sassenland
Player: Drohem
Campaign: Moragne


=== CHARACTERISTICS ===
11 = STR
16 = CON
09 = DEX
08 = SIZ
14 = INT
14 = POW
11 = CHA

=== ATTRIBUTES ===
+0 = Damage Modifier
12 = Hit Points
06 = Major Wound Level
14 = Magic Points
15m = Movement Rate

02 = Hero Points

=== PRACTICAL SKILLS ===
25% = Athletics
34% = Craft
23% = Deception
23% = Driving
44% = Engineering
44% = Healing
21% = Influence
23% = Mechanisms
21% = Performance
48% = Perception
23% = Riding
23% = Sailing
25% = Streetwise
24% = Trade

=== KNOWLEDGE SKILLS ===
24% = Culture (Sassen)
64% = Language (Sassen)
79% = Nature Lore
24% = Culture (Moragnian)
24% = Language (Morag)

=== RESISTANCES ===
39% = Dodge
34% = Persistence
50% = Resilience

=== MAGIC SKILLS ===
42% = Battle Magic Casting
14% = Sorcery Casting
54% = Religion (Earth Mother)
14% = Religion (Hidden God)

=== COMBAT SKILLS ===
50% = Close
43% = Ranged
20% = Unarmed

=== EQUIPMENT ===
Leather armor (AP 2; ENC 3)
Shield (Medium; 1d6; Enc 2)
Nomad bow (1d8; 125m Range; Load 1; ENC 2)
Ball & Chain (1d8; ENC 2)
Dagger (1d4+1)
Backpack
Rope
Traveling rations (2 weeks)
Flint and tinder
Water skin
Bedroll (ENC 1)
First aid kit
Lantern (ENC 1)
Oil, flask x2 (ENC 2)

130 = Starting Silver
92 = Current Silver

=== SPELLS ===
Heal (Battle Magic; magnitude 2)
Protection (Battle Magic; magnitude 2)
Divine Heal (Divine Magic; magnitude 2)

Pseudoephedrine

Sassen is a separate language, though part of the same language family (think Old English vs. Old German). There are some loanwords between the two - mainly related to military stuff b/c Sassens often work as mercenaries in Moragne's border wars.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Anyone else out there interested? I'm happy to take people who've never played OQ before on.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

skofflox

Will be working out my character this Fri.!
Form the group wisely, make sure you share goals and means.
Set norms of table etiquette early on.
Encourage attentive participation and speed of play so the game will stay vibrant!
Allow that the group, milieu and system will from an organic symbiosis.
Most importantly, have fun exploring the possibilities!

Running: AD&D 2nd. ed.
"And my orders from Gygax are to weed out all non-hackers who do not pack the gear to play in my beloved milieu."-Kyle Aaron