Difference between revisions of "Talk:WHFRP Reboot"

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--[[User:Matts|Matts]] 00:38, 24 July 2007 (MDT)Like I said, the prologue should last several sessions; ben's character will just have to take up more of one of the later prologue sessions.
 
--[[User:Matts|Matts]] 00:38, 24 July 2007 (MDT)Like I said, the prologue should last several sessions; ben's character will just have to take up more of one of the later prologue sessions.
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--[[User:BenofZongo|BenofZongo]] 01:15, 24 July 2007 (MDT)I'd say there is a 75% chance that I will be making a not-dwarf runesmith.  Hope you guys like your gear tricked out.

Revision as of 02:15, 24 July 2007

--Gdaze 15:39, 23 July 2007 (MDT) Well here are some ideas Criminals on the Run - I know we were this last time BUT, if we are this from the start it might flow better.

(*)Related to the Church Division - Merchants, warriors, priests, whatever, we are somehow tied into it.

(*)Part of those mobster families - The ones we met in that southern town. Might be fun to play tied into them. (That is we ARE part of it, not get blackmailed into doing shit)

With the resulting Chaos of everything falling apart, what if we played a ban of people trying to defend their village? Limited, but very 7 Samurai.

Remember those people hired to get the axe the first time and fail? Well its not that they didn't come back, they just never made it to the axe... due to.... INSERT PLOT DEVICE

Just some ideas.


-Matts 15:44, 23 July 2007 (MDT)I'm not going to dictate that; I've got a plot in mind, but my ideas so far don't demand a particular shared background. It could be that the hook that keeps everyone together evolves over the course of the first few sessions, before we get into the first adventure proper.

But if you wanted to throw out the idea that everyone's crew on a riverboat called the Argo, or something like that, here's the place to do it, since that sort of thing probably wouldn't evolve. The assumption I'm operating from is that by the time you're imprisoned in the cave, I mean, er, that by the time the game starts, you'll be a group with a few trials-by-fire already under your belt. I haven't explained fully the prologue system I want to use, but let's be real here; I've got a job! Maybe I'll write it up tonight.

Lol, the dudes hired to get the axe! That'd be some Rosencratz shit right there.

--Dieter the Bold 16:01, 23 July 2007 (MDT) I'd love to be smugglers. I mean, straight up, dishonest smugglers. We're moving items that can get us imprisoned or worse about the Empire and we're all in it deep enough to hang the others. We can smuggle by wagon, boat, mule or foot. We can have facemen, muscles and scholars (legal, hopefully), and maybe a dishonest lawman or two. I think it offers all the fun of trading, troubleshooting, scheming and fighting that we could want, with emphases on any of those depending on how much effort each person wants to exert in any particular direction. It also encourages group unity because each one of us could well and truly fuck any of the rest.

--Gdaze 16:29, 23 July 2007 (MDT) Hmm I like Dieter's idea. Though I dunno if this group can be that ruthless... Oh wait... I forgot our first Space Opera game. Whipping priests and beating kids with skateboards.

--Dieter the Bold 16:49, 23 July 2007 (MDT) I see Ed as Jacob: general criminal
Ben as Anjou: faceman extraordinaire
Gabe as Robert: muscle and legal counsel
Jeremy as Samuel: conman and fixer
Dieter as Germanicus: fixer

--Matts 17:27, 23 July 2007 (MDT)That's a fantastic idea! Keep em coming!

--Edmiao 17:28, 23 July 2007 (MDT) I like the downright smuggler idea. enough of do gooders. let's be criminals. very world appropriate as well.

--Dieter the Bold 17:49, 23 July 2007 (MDT) Another idea (and don't you wish this was in Gemini), but Indiana Jones and the Raiders of Sigmar's Ark!! We're involved in uncovering weird and powerful artefacts man was Not Meant to Know!! Get involved in occult plots, hounded by the Church, travel to far off and exotic lands, and maybe, if you're very lucky, uncover something worth enough to retire, or so powerful as to retire anyone foolish enough to come after you.
Ed as Jacob: he does the things no one else wants to know about
Ben as Anjou: he makes sure our papers are always in order
Gabe as Robert: the visible muscle, he discourages unwanted interest and keeps things safe
Jeremy as Samuel: he vacuums up all rumors and makes sure we know where to go and who to talk to
Dieter as Eckhardt: he knows the secrets behind the doors, the truth behind the myths and maybe the fire that burns what cannot die

Salty Sea Dogs- The hired help on a merchant cog, we have a patron that takes us from one exciting locale to another. Danger abounds on the high seas, but when we're washed up during shore leave, our troublesome nature stirs up new and dangerous things at port.
Ed as Jakob: able seaman who's always got something up his sleeve
Ben as Anjou: always running a side business and often leaving port one step ahead of the law
Gabe as Robert: hard-bitten Marine that just can't relax, a regular in every jail cell of the port cities
Jeremy as Samuel: when he's not slaying the ladies he's always ready for a little sideline action with the other crewmembers' plots
Dieter as Ambrose: itinerant priest who keeps the crew alive and in relatively stable health

--Matts 18:22, 23 July 2007 (MDT)Some ideas, not neccesarily good:

  • Fanatic band: A group of worshippers of a deity (ulric or sigmar being appropriate), roaming the countryside spreading their faith to those who'd listen, and spreading spiky bits to those what wouldn't.
  • Knights, aspirants and retinues: the players are all involved in a knightly order, receiving directives from the inner circle, but otherwise striving for renown and success across the Old World; a variation is a group of Brettonian Knights and hangers-on (not sure if y'all want to do that, given how much you liked the Lady)
  • Riverboat crew: see Sea Dogs, but put them on a smaller boat on the river.
  • Explorers: recently returned from a trip abroad, Marco Polo style, only to find their homeland crumbling around them. The prologue could be all kinds of interesting adventures along the Silk Road.
  • Natural Philosophers: academics and their help (violent and otherwise). A Scholar, a Physician, An Engineer, a Wizard, and some muscle. Maybe they have a hot-air balloon!


Gabe- What about a cirus troope? However you spell that.

--Edmiao 00:01, 24 July 2007 (MDT) if you want to put the kai-bosh on magic, i think it would be easy. just increase the frequency of those nasty chaos manifestations, like ones or twos or some other tweak on the rule. make em roll two or three times on the chart when you get one and take all or the worst manifestation.

Will this be ready for prologue when ben is gone a week from friday?

--Matts 00:05, 24 July 2007 (MDT)Yes it will. We should have a group hook by then. I'm actually really liking the smugglers idea; what say the players?

--BenofZongo 00:12, 24 July 2007 (MDT)Does this mean I miss out on all the prologue/xp? bummer.

--Edmiao 00:28, 24 July 2007 (MDT) see, in my perfect world, you would still get all that xp. why should Ben, the most reliable player, be punished for taking a vacation?

--Matts 00:38, 24 July 2007 (MDT)Like I said, the prologue should last several sessions; ben's character will just have to take up more of one of the later prologue sessions.

--BenofZongo 01:15, 24 July 2007 (MDT)I'd say there is a 75% chance that I will be making a not-dwarf runesmith. Hope you guys like your gear tricked out.