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I will be running D&D 3.5/Pathfinder campaigns.

1386353889

Edited 1386357854
Greetings all Ye of Bold and Brave Blood. I hope this missive finds you in good health and better spirits, I have been DMing for a long time, and need new players, everyone in my last group has gone on in life and no possibility to get together currently. Not the first time I have had this experience, been playing since 1979, and have started several groups over the years. However there are no local gaming groups, or clubs or even gaming stores withing a reasonable distance hosting any games. Anyway, I know my stuff, have a campaign, but require some level of maturity from my players. To be sure I want an open ended campaign, reaching epic levels but the campaign's end draws closer each time I am forced to deal with rules lawyering, min/maxing, shallow character development, sandbox play, meta gaming, the bulling of other players, and the like. I do not have to reach epic levels to have fun, but it sure would be nice to have a group make the effort worth it, once again. My games are about story, character development, and the harsh reality that adventuring is very dangerous, even if rewarding I have a homebrew campaign, more than 20 years in the making, which is still evolving and growing. I use mostly 3.5 but am beginning to bring on a change over to Pathfinder. I do use still some material from earlier editions as needed, and a very limited selection of 3rd party stuff. I do use some house rules. I do not run games for evil characters, or characters designed to, or played in a way as to create unnecessary tension with the other members of the group, and or disruptive to the story at hand. People come and go in life all the time, and that should be no different from a character's point of view. With this in mind, and since there seems to be no shortage of players to DM's I will be as selective as necessary as to whom will be invited back to each session. Just as I am sure some will move on of their own accord. I like groups consisting of 2-8 players, with leadership filling in if needed. I prefer to focus on campaigns from a human perspective, at least initially at lower levels, with room for more varied perspectives as the campaign advances. I do not require you begin as a human, but as a core race. And I prefer the majority be humans, at least initially, but again not forced. If you want to play something unusual, we can talk, but you should make a human for now, and help me get the story moving before any deals are made. Sometimes making a character you know you will only be playing a few levels can be a fun, and takes the sting out of making the ultimate sacrifice for your companions if the need arises. Such roleplaying would surely be considered when any requests come for that unusual race you would like to try playing. If you are the type of person that wants to stick with one character, and character death is too much to handle, I may not be your best choice for a DM. I do not kill players on purpose. But, I will not pull punches for poor choices or if combat is pressed when not necessary, or when the story demands such heightened levels of danger. I am human and make mistakes. I will do my best to avoid them, but if a miscalculation on my part looks fatal for the campaign, as in TPK, I am not afraid to use creative interventions to fix my mistake. You make mistakes too, and I will keep it in mind as much as possible when adjudicating. However I must draw a line somewhere, and so as an example I may let you get away with using that throwing axe you forgot to go get after missing the orc shaman, since it may have been more obvious that your character would have done so, but I am not undoing your choice to flee blindly down an unexplored dungeon corridor and right into a gelatinous cube, when you could have just as easily gone back the way you know, surrendered or avoided the situation that caused your hasty flight into the unknown. If I force you into a situation there is a way to get to the next story point, if you put yourself into a situation that my not be the case. In my games combat is unavoidable, however I portray my world, to the best of my ability, as a living and engaging environment. You will encounter things you better run from. When you find yourself outmatched while in combat, and can withdraw you better do so. If you engaged by superior foes who would capture, arrest, or enslave you, and you fight to the death that is the choice you as a player must live with, even as your character dies and we discuss your next. You will encounter things that you can avoid, and if so think carefully about your decision to engage. It may seem like something easy, and may even be, but not everything is what it seems, and depleting resources can be dangerous when you need them later. Also, most magical healing is not instantaneous in my games, but instead transforms hit point damage into subdual damage to be healed normally. Resurrections, Miracles, and Wishes, for the most part, are unavailable to characters. So do be careful out there, adventuring is dangerous. If we play my campaign world, (my preference) and not just some random or store bought setting, then some classes, for thematic purposes are different. Some examples: Sorcerers are elementally themed and spell lists are based on this, and called Elementalists or Elemental Mages. There are enclaves of Sorcery wielding Monks who like to claim leadership of the elemental sorcerers, but most have no affiliation with such monasteries. Most wizards belong to a unique academy that replaces the bonus feats with special class features, and is called the Academy Mage. A by-the-book wizard is considered a Hedge Wizard and looked down upon. A by-the-book sorcerer is of dragon blood, called Dragon Descendant, and most on a path to become Dragon Disciples, or even full dragons. Clerics are more like Knights than Priests and thus lose much of their healing spell capability. Healers, fill much of the normal cleric's healing niche, with a few others having some minor ability to heal. Priests (the npc ones that hang out at temples and such) tend to be adepts, aristocrats, bards, or experts, but rarely ever a cleric. Favored Souls are the descendants of entities of power, they are not chosen to receive power but inherit it, much as a sorcerer. Warlock's must choose a heritage feat, (Celestial, Fey, or Infernal) at first level and some fluff and features are based on this decision. I liked the first edition book titled Unearthed Arcana, and so too the newer 3.5 book of the same name. There are some rules use regularly, like bloodlines, and some on a campaign by campaign basis, like gestalt and armor as DR. We will talk more as a potential game begins to manifest. I am looking forward to meeting new people, running my campaign and playing in others. If you are interested in what I have to offer as a DM or would like another experienced player for yours, please send me a message. Introduce yourself, let me know what you would like to play in my game, and your character goals, or let me know what you have a need of in yours, and let's roll some dice and see what happens. -Mike
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Edited 1386355324
Hi there, Not to be put off by a wall of text, I would like to be a part of your campaign. I'm 20 and I DM a little bit, but I'm alot more by the book rules lawyer than you and your homebrew, but It'll be interesting to see what game mechanics you've changed and altered. Here's a character I've made, it'd be great if I got a chance to try him out <a href="http://www.myth-weavers.com/sheetview.php?sheetid=726220" rel="nofollow">http://www.myth-weavers.com/sheetview.php?sheetid=726220</a> EDIT: Whoops, Half the sheet was missing
Hello, I quite like the sound of what you have going here, walls of text always intriguing me because it shows a lot of effort was put into it, and am willing to play and like the sound of a lot of things you put in there, especially the threat of characters actually dying. The only thing I'm particularly worried about is the fact that I only own Pathfinder Core and have yet to actually play it with a group, so if you use some other books then I'd need someone to explain the rules for me. I also don't have a character on standby, but if there's one thing I'm good at it's constructing characters that fit a world.
Nice character. I was recently creating a Noble npc, with a few adventuring levels, who would fill the role of your first nemesis quite nicely.
As the only Pathfinder book I have is the core, this campaign will begin as a 3.5 game, and move into pathfinder as we go. I am not going to wait any longer than I have to to start a game, it has already been too long. I love what I see in Pathfinder and am making a move that way, but the game must go on.
Hello, I'm 26 and have played a few games of 3.5 in the past, so I'm out of the rookie stage. Though not an expert on every rule. And I have never played Pathfinder but am willing to learn. I found your world and concept very intriguing and would like to join in. Sadly I won't be able to enter until January. If at that time you have a slot open and are still accepting new players to slide in I'd like to see what sort of character I could dream up in the meantime. If that's alright with you?
I sent you a long drawn out PM. Please consider me. :)
Sounds really intriguing and I'm eager to learn more about this homebrewed world of yours. From the examples you gave regarding some of the classes it really does seem like quite a interesting one. I've played a good bit PF and have found the available depth of its character creation to be something I'm quite fond of. I'm all for houserules as long as it's in good taste and only adds to the experience. I prefer very RP/story driven campaigns with heavy emphasis on development but I find there needs to be a balance between story and combat as well as realism and fantasy. The way you've portrayed healing magic is something I'm very excited about and I feel will just make encounters that much more intense and rewarding. As for character death I find it comes with playing the game and in essence only makes you more attached to your characters which make for better RP. If possible I'd love to hear more about the world, house rules etc.
What times would you be running games?
I am interested in assisting with this group. I have ran a number of games from 3rd to 4E and dabbled a bit with Star Wars D20. I also have no issues playing with less experienced players. Learning is part of the fun after all. Let me know if you need a spot filled, and I will give you all the info you need.
sent PM.
Hey there, you have me downright intrigued sir, where can I sign up, if at all possible. I guess I should tell a little about myself. RPGs are my go to form of entertainment, and I've recently become addicted to D&D. I DM a game that meets 2-3 times a week, so I'd like to think my experience has grown since I've started. I would love to get into a stable game, and my schedule is quite flexible, so if it please you, I'd love to partake in this little endeavor of yours. Let me know if I can do anything to speed the process up, and I await your reply. Thanks, and I hope I can be a good fit to the group.
Private message sent
looks like we have a few people interested here so i cant see why this cant happen?! what times can people do i guess?
1386444052

Edited 1386444328
There are about a baker's dozen of people that seem interested. Seems like a large group, but I once ran a campaign that began with 4, grew to 15, settled on about 6 on average for over a year, and ended with the same original 4. It all happened organically, and the sessions with the large numbers were slow. It began in small village near a scary temple dedicated to elemental evil on the World of Greyhawk, (Thank you Mr. Gygax,) until the adventure seemed to be stressing the players too much. So at about 4lvl one of the Mad Mage, Hallister Blackcloak's roaming teleporters snatched them up and dumped them right in the In of the Yawning Portal on Forgotten Realms, where they descended into Undermaountain repeatedly and fame glory was the rewards. There were times when it seemed a character died every week. Some week's sessions claimed more than one player character. Only one ever returned from the dead, and long after he had been at rest. At some point someone began taking the character sheets of each campaign victim and writing "death by x". Death by Fireball. Death by poison. Death by orc. Death by orc. And hanging them one one of the walls dedicated soley to that campaign. It became a boneyard of memories, and the map of what they had explored of the dungeon dominated opposing wall. The campaign ended when after finally finding their way into Dragon Mountain, rl intervened and it has been on paused ever since. The campaign lasted for almost three years, was AD&D 2ed and the highest level character reached 16th. I say this for two reasons: 1 I am not scared of large groups, I am scared of uncooperative self centered individuals. 2: is was one of the most fun campaign I have ever had the honor of being a part of. When we do manage to see each other with time to reminisce, I am sure most would love to pick it back up. And I like to share the story. That being said I prefer a more moderate size group. How much thinning of the ranks would a Tuesday night schedule, which begin at 9:00 pm Central, and ran till say 1-2 am accomplish?
I'd probably still be able to accomadate that.
that would thin me out so good luck all!, im GMT that's 3am start i think.
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Edited 1386455166
I would like to share with you, through what would not be considered completely obscure knowledge from the human of my campaign's perspective anyway, why I need to begin, at least initially as a human campaign. I will try not to give away too much here so bear with me. I prefer starting with mostly a human perspective, with opportunity for a broader scope as the story progresses and interactions with my world's denizens take place, to get a feel for how things fit in and behave in my world. Some things will be familiar some will not. For example, the goblin races history is rooted in the history of the elves and dwarves, in that the were at one time the willing servant class to some noble houses long ago, but when those houses fell to evil (Drow,) their evil lords became openly cruel and oppressive. Eventually this twisted the goblins into the nasty creatures they have become, and they eventually rebelled and escaped bondage. This set's the stage for them becoming the problem they are to other races. Even now they are showing signs of more change. Some years ago several clans broke from tradition of worshiping the vile fiend that aided their liberation, and chaos in general. Even forsaking their homeland in favor of finding a place of their own. Over time this branch of goblins led by their hobgoblin nobles have become lawful, and perhaps the most notable change has recently been, that one of these clans has come to dominate the others and are showing signs of turning away from evil as well. So basically there is a fledgling kingdom of goblins with LN tendencies (complete with the seeds of honor/chivalry taking root,) out there led by hobgoblin nobles and guarded by elite bugbear troops. Of course there are far more of the old fashioned nasty goblins we are familiar with, and they have a new secret weapon they will soon unleash on the world, but that is another story. Meanwhile the Elves and Dwarves have been allied for generations. The fall into darkness of the drow was also marked by the fall of the duergar and that civil war still rages, though the battle front lines have been pushed underground. With the other major races of the region busy, the various human nations have rapidly expanded, and many wars and times of peace between these growing superpowers seems to come at a self destructive pace to the longer lived races. And yet their numbers grow wildly, and they constantly expand. The world is large compared to earth, the campaign is much larger than the world as a whole. The world is riddled with ancient ruins, like memorial stones in a vast graveyard commemorating a history of ancient civilizations and entities. Some are truly vast in scale, as if the average height of beings building them were 25 and even a few larger. There are few of these large sights known currently, and they are very ancient. Many countless smaller scale ruins exist and are known, and though not as old, many of these places are old enough to have vague histories at best. (There have been several ages/epochs that have already passed, all rich in lost histories awaiting rediscovery) Humans are not from this world. Their history has them living in a highly technological world, lower magic level, and hyper industrialized. During their long history there, they basically destroyed the environment, and were doomed on a dieing world, until The Prophet arrived promising to lead them to a promised land of plenty. The wizened, bearded old chap gathered many to him on his holy mountain and they waited. Pretty much as the rest of that world was about to implode due to over population and a ravaged environment, the Prophet led his people up the mountain which had been prepared, raised it's peak into the heavens above (if you are familiar with Spelljammer, think dwarven citadel type of thing.) They traveled the stars, through stargates, visited many worlds and encountered many strange beings, for 3 generations. Eventually, factions on that starship developed. One faction began seeing the Prophet as a fake, and wanted to settle the next habitable world they found. It was in the sky's above Areth, (campaign setting) that the tensions boiled over, just as they were attacked by spelljamming slavers (Neogi) in orbit overhead. The mountain was overwhelmed and the so the few landing ships they had were hastily overloaded, and launched scattering the humans across one of the a continental area that day. The mountain was locked in an orbit that followed the sun, and so as that first evening the survivors watched as their home for so long, burning and slowing spinning out of control disappear in the sunset. In the darkest hours of that first night a great cataclysmic event took place, some say when the mountain crashed into the other side of the planet. The world shook violently and and even the blue green orb that was the moon began to shudder spitting magma and fire into the heavens. Then a brilliant flash and concussion stunned nearly all living creatures on the planet. In one night ancient empires crumbled, countless lives were lost and the landscape itself was rendered into it's present state. The following few decades the world was plunged into an ice age, and the blue green moon turned cold pale and over time may objects have collided with its surface and the shadowy image of some cold lifeless and feral eye seems to hang in the night sky each full moon. Instead of the man in the moon they have the eye in the sky. No one has seen the Prophet since that fateful night, and his teaching have developed into a religion of power and influence. Some say it is him who looks down upon his people each month, awaiting their return to the stars. But now a new race has come, claiming dominion everywhere they go, and changing the world. They have only been here 1000 years, but human cultures already dominate the lands they have settled, and their hunger for more seem insatiable. Will this be that dawn of the Age of Man, or will his nature for war and conquest, glory and riches make man the doom of all? Humans really know nothing, outside what they have already seen and for what this world is, they have had sheltered lives up to now. You also know nothing of my world, yet. If I allow unusual races right off the bat I have to give away details I would rather be learned as we go along. And so would the requirement that all players begin as humans in such setting erode any interest?
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Edited 1386457392
And to answer one obvious question, yes, the human tech has been lost to the the sands of time. They were a bunch of fairly well educated armchair warriors, thrust upon a dangerous and alien world, where circumstances led them into fight or flight mode, initially, and very quickly back to the stone age. But it has taken them a relatively short time to bounce back from the edge of extinction. Initially the humans were hunted by trolls and other beasts that roamed the lands, until the Elvin Court scouts intervened and led them to safe places where they could recover. They opened trade, and yes the humans and core races get along, but they really know little of each other.
Tuesday nights are perfect for me! That's one of my days off! I'm fairly experienced with 3.5/pathfinder and I like the concept behind this setting. I can put a character together as soon as you let us know what your requirements for character generation are and what books/supplements you want to use.
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Edited 1386468121
I could get by with that with the exception of Tuesday the 17th, when I have a final exam. Though 2:00 AM is stretching it a bit late. If we are required to play human starting out, I would like to play an Artificer if possible. Perhaps the knowledge for building such magic items was taught from either the elves or a fraction of the technology remains in tattered books and passed down to a select few each generation? Perhaps I could just be a prodigy with a high int that learns how to build new technologies from the other races as we go along? Edit: Before we go any further, do you intend to use any tools to communicate like skype or mumble?
This world humans crash landed on is not a tech world, unlike their home of old, but one of high fantasy and magic. There is an Aritificer's Guild which is actually part of the one of the dominant factions within The Guildhall Union of Artisans, Craftsmen, and Industry, a growing force of influence and wealth. It is their standard of coinage which most all currencies are compared for value, and they will open trade relations with anyone willing to pay and guarantee safe passage for their members to do business. They have been accused of being war profiteers and insidious thieves, but rarely when bartering. They are based on a small island chain of competing semi autonomous city-states, in a Mediterranean like setting. To get an idea where I am coming from it is sort of like a small country run by the a magically charged version of the East India Trading Company
I love the idea of a late night game, I'm all game for this to happen, and I hope everything goes according to plan.
I'm in. time and day is perfect. setting is intriguing. Reminds me a lot of my own stuff. :) Just need to know if it's gonna be 3.5 or what and what level.
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Edited 1386521447
Michael D. said: This world humans crash landed on is not a tech world, unlike their home of old, but one of high fantasy and magic. There is an Aritificer's Guild which is actually part of the one of the dominant factions within The Guildhall Union of Artisans, Craftsmen, and Industry, a growing force of influence and wealth. It is their standard of coinage which most all currencies are compared for value, and they will open trade relations with anyone willing to pay and guarantee safe passage for their members to do business. They have been accused of being war profiteers and insidious thieves, but rarely when bartering. They are based on a small island chain of competing semi autonomous city-states, in a Mediterranean like setting. To get an idea where I am coming from it is sort of like a small country run by the a magically charged version of the East India Trading Company That sounds amazing for lore to work with. I love the idea of an EITC-like guild and the idea of free city states that represent a very capitalist/trade heavy society. Would you post character creation rules so that we may begin to work on characters? Also, do you mind if we use a point buy as I don't like the randomness of rolling for stats. I have been in to many campaigns where the stat dependent barbarian character rolled nothing above a 13 and ended up not accomplishing much while the wizard got two 18's and the rest above 15 and became even more awesome than he already was and overshadowed everyone.
I am interested, mind pming me, if still taking people.