Right, got a bit sidetracked there. The results of the New Campaign Poll are in. The winning entries (that is, counting those who intend to play in the new game, and have voted) are: Urban, with side dishes of Travel and Weird Places; Roleplay, with a dash of Combat/Tactics and Puzzles; and High Fantasy, with Cosmopolitan and Steampunk on the side.

Now, I want those of you playing - that's me, [livejournal.com profile] grutok, [livejournal.com profile] wyvernfriend, [livejournal.com profile] goblin_ballista, and [livejournal.com profile] yrthilian so far - and anyone else who cares to weigh in, to put a bit of shape on this. I'll set the scene by doing so for the ones I chose, below. This is to help me get a feel for what you mean by the terms.

Urban: Primarily, this means cities and towns. Adventures should take place in areas that have clear maps, and involve a good many encounters with people (as opposed to monsters). Familiarity with the setting should arise quickly, so that a PC can say, from player knowlege, "I want to buy a new sword; I'm going to head over to Murder Street, because the best weapon smiths are there." Any fighting will usually draw in more people fairly quickly, at least as spectators, if not as participants. There will inevitably be some encounters with law-enforcement, and players should note that the PCs are not going to get away with the same actions as they might in wilderness or dungeon settings.

Travel: This involves moving from place to place, dealing with the issues of travel in a fantasy world, be they monsters, bandits, broken bridges, unnatural storms, or what-have-you. Emphasis should be on what happens on the way as much as what happens when you get there, and the places travelled to should be distinctly different to the home base.

Weird Places: The Planes, the Underdark, a city composed of thousands of boats tied together in a massive raft, an isolated fortress shaped like an unpthrust hand, with a different element magically empowered in each finger, a shadow-magic building representing the mind of a dead god, a necropolis staffed by serpent-men. Things that you wouldn't expect.

Roleplay: Adventures should be based on motivations, either those of the PCs, or those of their friends, enemies, mentors, or apprentices. To this end, I'll be requesting two major and three minor aims from each player for their character. These can be simple: "Kill Lord Malcontent, because he killed my mother"; more complex: "Learn all I can about the ancient Bal Mattaska civilisation"; or downright esoteric "Earn the title Master of the Nine Winds while never stepping off the soil of Tlemprasion". I'll hand out sizable chunks of experience when these are achieved, and a little more for coming up with a new one afterward. Experience will be awarded more for how true the characters actions are to their concept, and how well they're played, than for combat or cleverness. I have a liking for direct speech, myself - that is "My Lord, the orcs are coming!", not "I tell Lord Poseur the orcs are coming", so be warned. :)

Player Characters may find themselves arguing different sides, and this should be played out, not settled by combat. Extra experience will be available for IC diaries, letters, etc.

Combat/Tactics: Self-explanatory, really.

Puzzles: Mysteries, puzzles, riddles. Who killed Lady Pentwhistle? How do you open the Box of the Nine Dark Shadows? What walks on three legs at full moon? And I'll be trying to avoid the "solve the puzzle to get to the next room" kind.

High Fantasy: Magic is about, known if not always accepted, people have an idea of what it can and can't do. Races other than human are not infrequent. People know enough to take a particular problem to the Tower, the Keep, or the Temple. Legends are not so much mythology as history.

Cosmopolitan: Many different cultures coming together in one place, clashing and merging. Conflicts arise from this, and all kinds of solutions are available for problems, provided you know where to look and who to ask.

Steampunk: Mechanical devices are in use where magic won't do, or just as an alternate. Steam-powered writing machines, coal-powered metal steeds, gyroscopic armour suits, crossbow-based grappling hook / fish forks.

Your turn.

From: [identity profile] eng-monkey.livejournal.com

I too may jump in later.


I replied to the poll,
Well almost certain of it.

I'll send on what little I have for an idea later on, unless you want it as soon as possible. In which case I'll throw whatever ideas iahve to you at some point.

From: [identity profile] yrthilian.livejournal.com

Re: I too may jump in later.


well as already said i will be there for sure.

but would like to know will there be any limitations as to what one might want to be as i dont want to play elf half elf this time want to try something diffrent but dont have a races book per say and was wondering what can be played as a PC.

as regards ideas well i dont have any as of yet but will post em when i do

ta
Yrth
(chief)

From: [identity profile] yrthilian.livejournal.com

Re: I too may jump in later.


oh got an idea well not mine but dont know if you would use it or not.

In reading Exalted it gived bonuses in combat and the like for describing in detail what one is doing. for example when one sayd i will attack such and such with my sword of bla then they just attack. but if one was to say Character runs forward with his sword in both hands out ready to swing with great might at slices through the orc with such force it makes the orc wince with pain. that the character would get something like a D4 bonus to his attack.

I think that could be more fun and would encourage one to roleplay a bit more. this could also be used for the like of solving a puzzel and what not.

Yrth
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From: [identity profile] gothwalk.livejournal.com

Re: I too may jump in later.


Yeah, definitely on for that. I'll put limits on it, though, if that's reasonable; no going on for five minutes about a single blow. Think of it like haiku or the like - descriptive and evocative, but short. :)

From: [identity profile] d-morff.livejournal.com


I'm almost tempted to move back :D in a vaguely related tangent, have you had any more thoguhts on using Neverwinter Nights as a DM tool?

From: [identity profile] wyvernfriend.livejournal.com


Cool, may I suggest June for the start? This week is a bit soon to start, as well as the fact that I have an urge to have the nervous breakdown I saved for after visiting the oncologist this thursday. Week after is A&S, and the next one is holidays for myself and [livejournal.com profile] grutok, I actually believe we'll be in Brussels that evening.

From: [identity profile] yrthilian.livejournal.com


well then i suggest we just writ up or characters juring that time in order to save time for role playing on the night we start.

what u think

Yrth
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From: [identity profile] gothwalk.livejournal.com


I propose to meet people individually to discuss characters. I will have three campaign settings for ye to choose from by the end of the week. these will contain a basic description of the setting, some suitable archetypes, and possibly some flavour text; ye can make appointments to talk to me about characters then.
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From: [identity profile] gothwalk.livejournal.com


June is good, I think. Allows me a bit of time to get the setting together properly too.

From: [identity profile] graylion.livejournal.com


this so sounds like you might end up playing in Ankh Morpok ;-)
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