jon
New Member
Inactive player
Posts: 6
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Post by jon on Dec 31, 2017 1:54:37 GMT -8
New player here with a few questions both in-game and meta-game: As I understand the campaign focus, we will be members of the Silver Grimms, each of us and the team being members of the Wealth of the Shark, is that correct? The meta question: If I'm right on that, what does that mean for play? Are we going to get offers for missions from the general public (I'm assuming some of those merchant guilds)? Can we turn the offers down and possibly go our own way? (Not meaning to disrespect Lucky's voluminous work as a DM). The in-game questions (well, less meta but not yet in character): What kinds of activities will the characters be doing? What's the typical mix of intrigue, combat and exploration for this group? From talking at the bar, I had the impression that Lucky is pretty open to what the group wants to do; that there is a dungeon available (under the city) but that travel adventures were more expected. I'm asking because depending on the type of adventure I might make a different character. Thanks, I hope this isn't too much trouble to answer.
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Post by Dungeon Master on Dec 31, 2017 7:57:47 GMT -8
The Wealth of the Shark is the overall Adventurer's Guild. Not everyone is required to join, but it will prolong people's lives with their support (about 2/3rds of the adventurers in the city belong), especially if they receive the retrieval package. You may not be able to afford the retrieval package, but that is what the NPC benefactor's role his. In return for his portion of the treasure you guys earn he will set you up with the perks of the membership including that. You will be hired by a specific NPC who will be your sponsor into the guild. The group as a whole can decide to not join the guild. However part of the guild responsibilities is that they generally can only adventure with other guild members so its an all or nothing thing. If most of the group wants to stay with the guild idea, the rest will have to make characters that work with that situation. As a DM I have no problem with the group as a whole decides to not be part of the guild. However, the hiring process is partially to get together characters of such disparate backgrounds easily. If you folks decide as a group to not be hired by the NPC then you will need to figure out how you will all want to stay together. If you aren't part of the guild (and that isn't a problem at all) things will be harder, more expensive and less info is generally available (you won't get the discounts of being part of the guild, and usually you get less cash for anything valuable you bring back if you aren't part of the guild, its how the guild pressures people to be part of them). When the group actually adventures it will be a combination of things. - There will be jobs your sponsor will ask you to go on (those are generally not turn-downable without a good reason - since this is why groups get sponsored).
- There are jobs your sponsor will find for you from third parties, those can be turned down with the majority of the group's decision.
- There are jobs that will be posted on the "posting wall" that will sit there for long periods of time and you guys can decide on your own to answer them or not. Also proclamations, rewards, etc. Just as side adventures if you folks want it.
- Then there will just be stuff you guys decide to do on your own (say you want to go exploring by yourselves outside Kokand or into the ruins below or one of the many shifting islands off of the port).
- Important note, not all jobs offered are dungeon crawls or rescue the princesses. This is a grey morality game meaning you might get hired to steal something, kidnap, etc. As a general rule I am pretty easy going if players aren't comfortable with those kind of missions, but knowing most of the group I suspect they would jump at it as long as it wasn't evil.
The initial set of adventures will be in and around the area of Kokand just to get you folks built up and get the rhythm of the game going. You can absolutely adventure out on your own as a group after the initial couple of missions (I don't run players going solo on their own and then coming back, it is important for me that they group stays a team) however the campaign is built around Kokand so that is the city I would like you all to come back to regularly. Once I am comfortable DMing 5th edition and the group decides as a whole they want to move the overall campaign setting we absolutely can talk about that.
There is of course a lot of exploration/dungeon delving. Combat is very common, but politics, interactions, deal makings all can occur as well (and usually do quite frequently). I promote role-play for as much as possible including making friends, enemies, lovers, or just going out for a wild night on the town.
There is the entire ancient ruins of a civilization that spans dozens of miles. Basically there are dozens of distinct dungeons underneath the city and undoubtably there will be a lot of dungeon delving. However there are land based "gates" that open and close to different areas of the world on a sometimes calculated basis and sometimes they appear randomly. They give the group access to far off adventures and yet hopefully still be back home within a few weeks at the most. Finally there is the archipelago that starts in the bay off the port. The magical storms that roll through hide and reveal what was originally thought of as islands but now sometimes appear to be landmasses from far away that then disappear just as quickly (instead of gates sending you there, the storms bring chunks of other places here)
The gate/island concept is probably easier explained in person. It is based on a concept we used for the LARP we created about a decade ago. It allows the group to be exposed to the widest variety of adventuring as possible depending on how we want to move the campaign.
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Post by wolsey on Dec 31, 2017 8:00:44 GMT -8
This is way easier to read than the Facebook threads.
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Post by Dungeon Master on Dec 31, 2017 8:30:59 GMT -8
One more clarification. There will be extra team members hired (NPC, or if you bring a secondary). This will allow me to fill the holes in the group on a needed basis for different missions or if people have to cancel and you won't have an underpowered group.
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