This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Old School Openquest PbP

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

Previous topic - Next topic

Pseudoephedrine

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

So, I've had three people other than Drohem express interest so far. Interested folks: Start simple, and just give us a concept for your char, and let's talk it over and see what we can come up with.

If there's any info you'd like, about the setting or possible ideas for chars, let me know in this thread, and I'll do my best to answer questions or otherwise render assistance.
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;398983*snip*
If there's any info you'd like, about the setting or possible ideas for chars, let me know in this thread, and I'll do my best to answer questions or otherwise render assistance.

Rough idea... on the surface a merchant (maybe just a drifter?) from a horse nomad culture looking for new markets, adventure and fame. Thinking human steppe nomad skilled in mounted combat (bow,lance),un-armed and knife fighting with some diplomatic skills and common magic.

son of an ambassador or trade representative fleeing some situation that has made the character a bit jaded or wanted as a criminal.

am thinking to use point buy for chargen...
What sort of details can you give me on this type of culture in your setting?
would something like this work?
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

Could be a Dakon from just across the northern border. Moragnian and Dakon lords fight on-again, off-again wars with one another constantly (with the occasional crusade thrown into the mix), but people jump sides pretty frequently for gold and glory, and it's not unusual to find one in the other's lands. Dakons are heathens by Moragnian standards, but there's actually a long, porous border that shifts back and forth frequently that's thickly populated with people who have hybridised the cultures.

Dakons look and dress kind of like central Asian nomads. Think Afghanis and you'll be close. They conquered a large northern territory about a hundred and fifty years ago, but most of it is empty wasteland, and the core of semi-civilised Dakon culture is close by their south-eastern (Moragne's north-western) border.

How does that work?
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'm thinking of a Moragnian sorcerer...
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;399118I'm thinking of a Moragnian sorcerer...

There are secular and church sorcerers, whichever you would prefer to play. Secular sorcery is a skilled, regulated profession, like advocates and physicians, mainly practiced by urban freemen who are organised into chartered guilds and fellowships. Several of these fellowships are sponsored by the king to render specific services for the administration of the realm.

Guilds tend to have long, formal names and short nicknames that everyone refers to them by. So the Honourable Commune of Freemen Dowsers and Diverters are just called the "Rivermasters" by most people.

Church sorcery is mainly practiced by members of monastic orders (it is a branch of applied theology). It tends to be a bit more individualised and less closely regulated by secular authorities, but more closely watched by the church. Generally, gentlemen and nobles who practice sorcery learn church sorcery.

Mechanically, the two types are identical, it's purely a matter of fluff.

There are two universities in Moragne, both of which teach the basics of sorcery as part of their curriculum. Men who have read at either may join the priesthood or one of the secular colleges

The first is the University of Carlaw. Carlaw is the biggest city in Moragne (and of Axrew, the province you're in), though not the capital. The second is the University of Forsberth, located to the far south in the province of Angryn. Carlaw tends to produce more secular graduates, while Forsberth produces many of the finest theologians in Moragne.

In Axrew, where we'll be starting, the most important secular fellowships include the Rivermasters (dowsers, diviners and engineers), the Charred Men (pyromancers & fire services), and the Knackers (animal and plant control).

The main monastic sorcerous order in Moragne is the Order of St. Daegmer, Apostle to the Vellings. They're a mendicant order, similar to the Franciscans or Dominicans IRL. They're known as "Dagmarins" for short.
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

By the way, here's the Moragne thread over on RPGHaven: http://www.therpghaven.com/viewtopic.php?f=4&t=987

It's not complete by any means, and most of the stats are for MRQ2, but there's some maps and some write-ups there that may help folks get a feel for the setting.
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

Llum

For a character I was thinking of some kind of thief/ranger/fighter kind of character, fights with two weapons. Possibly uses a mount, no Sorcery or Divine magic but possibly some Battle Magic. Are there any races aside from humans in Axria?

Pseudoephedrine

Not normally, though there are a handful. There are a variety of different human ethnicities that are found in Moragne though.

If you want to play a woodsman, a Velling might be an idea. They're a different ethnicity than most Moragnians, and their homeland is a massive forest in the centre of Moragne called the Vellingwood. Most Vellings grow up in a forested environment, and they're known as generally being good woodsman, hunters, trackers, etc.
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;399109*snip*
 Dakons are heathens by Moragnian standards, but there's actually a long, porous border that shifts back and forth frequently that's thickly populated with people who have hybridised the cultures.

*snip*
...semi-civilised Dakon culture...
How does that work?

Sounds great...can you provide more detail on the "heathen" statement and what type of magic/cults may be appropriate.

semi-civilized in what sense?
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

Sure!

Moragnians, along with their southern neighbours, the Narboniks and Lacallians, worship a god they call the Hidden God (or just "God"). Think of it as sort of like Islam, Gnosticism and Christianity combined, theologically. They claim that the Hidden God created the world, and that it has communicated with various prophets throughout history to provide guidance to mankind.

It definitely exists, as it has angels serving it who occasionally manifest for one reason or another, but it has never appeared itself. The Moragnians believe in an evil trinity of spirits who serve as Satan-equivalents. They are known as the Bone Man, the White Wolf, and the Faceless Shadow.

Spirits definitely exist, and angels are merely one sort of spirit (Demons are another).

The Dakons acknowledge the Hidden God exists, but most think of it as a cowardly god and don't worship it. They worship their ancestors and powerful natural spirits. The Moragnians prior to converting had a similar religion, and while they acknowledge the reality of these things, they consider worshipping them rather than the Hidden God to be like preferring gilted wood over gold. The Moragnians are constantly trying to convert the Dakons, who are none too keen.
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

The Dakons are split between traditionalist horse-riding nomads who are still roaming across the rocky plains of Dakonland, and the more successful former-nomads who conquered the plains and cities north of Moragne. The latter group is richer, better educated, and more populous, but Dakon armies are mainly drawn from the nomads, and the Dakon kings spend a lot of their wealth placating the tribesmen.

Even the "city" Dakons are still pretty wild at times. While the people they conquered aren't badly oppressed, they can't rise higher than a freeman, and they can't serve in the government unless they're eunuchs. They also pay special taxes that Dakons don't have to.
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

Llum

Alright I made up a character using the point-buy. If you want me to use rolled stats I'll scrap this guy and see what my rolls give me and go with that.

However before I post up his stats I was looking for some more fluff. Stat wise this character is huge (size 17). Good with both close and ranged combat. Magic wise he's got Water Breathing and Clear Path, things to help travel across difficult terrain. He's also got Bladesharp and heal. No Sorcery or Divine Magic.

For practical skills he's got decent Mechanism/Deception/Athletics/Streetwise/Influence. He also has very good Nature Lore.

I was thinking something along the lines of a tracker and thief-catcher maybe? Someone who hunts down people, preferably for the Law. If such a thing exists (I'm not terribly familiar with 12th century Britain). I know there's some kind of sheriff/warden position, so maybe he'd work for them.

The name I'm thinking of using is Sighard Sherman.

A couple character creation questions. In the starting item package you can pick anu 1 handed weapon, ranged weapon and shield? I chose a Longsword/Longbow/Kiteshield.

So any possibilities of where this character could fit into the world? If its pretty far off I can always try a character made from rolls and see what I get.

Pseudoephedrine

Quote from: Llum;399996Alright I made up a character using the point-buy. If you want me to use rolled stats I'll scrap this guy and see what my rolls give me and go with that.

However before I post up his stats I was looking for some more fluff. Stat wise this character is huge (size 17). Good with both close and ranged combat. Magic wise he's got Water Breathing and Clear Path, things to help travel across difficult terrain. He's also got Bladesharp and heal. No Sorcery or Divine Magic.

For practical skills he's got decent Mechanism/Deception/Athletics/Streetwise/Influence. He also has very good Nature Lore.

I was thinking something along the lines of a tracker and thief-catcher maybe? Someone who hunts down people, preferably for the Law. If such a thing exists (I'm not terribly familiar with 12th century Britain). I know there's some kind of sheriff/warden position, so maybe he'd work for them.

The name I'm thinking of using is Sighard Sherman.

A couple character creation questions. In the starting item package you can pick anu 1 handed weapon, ranged weapon and shield? I chose a Longsword/Longbow/Kiteshield.

So any possibilities of where this character could fit into the world? If its pretty far off I can always try a character made from rolls and see what I get.

He sounds fine conceptually, don't worry.

If you want to be a bounty hunter, that would be fit just fine. Most crimes that aren't assaults on royal, noble or clerical prerogatives are considered civil disputes between families, tithings or clans.

As you can guess, running away when you've done something bad is pretty common. Not to get away from the other guys, but from your family, tithing or clan, since they're the ones who have to pay your fine if you don't have enough money. There's also the occasional peasant who flees the land rather than try to buy his freedom.

So there's plenty of work across Moragne for a bounty hunter and tracker. You would be mainly working for private clients though, rather than the government, if that's OK.

Hope that helps :)
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

Aos

I'm busy until Friday; but I'll make a character then.  I need to reread your Mogaine stuff to know what I want to do.  I haven't had a chance to look at the rules but is OQ an RQ varient?
You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic