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Homebrew, Oldschool, Low Powered, Fantasy

Those are my tags, anyone interested? My game, Passages and Perils, is still something of a work in progress, but i've been running it for several years. I had been wanting to try chat gaming for a while, then i saw this site mentioned. I've decided to start with a one shot module. I will provide a short rule summary and players can roll up new characters or use pregens. Earned experience will be applicable to future games when i get a campaign going. I'm looking for 4 to 6 experienced players. The rule system is expansive but not very complicated. It is a lot like original D&D, as it was played before AD&D, but with more flexibility in character design.  The settings are standard fantasy.  I am in the Pacific Time Zone, GMT -8, and can play Fri, sat or Sun, 1800 my time. I'll make a more formal annoncment when i see when everyone else can play.
I'd be interested in a saturday game, only problem is that i have no experience with D&D 1st edition and my only experience with AD&D is Bulders gate 2. So as long as your willing to push me in the right direction i should be able to play alright (since i have plenty of 3.5 experience) 
Is there any way we could get more info on the system?  There are some things I like about basic D&D and some I don't.
@Tate: as i said, i just need experienced gamers. if you understand my First Rule of Roleplaying: Pretend You're There and Say What You Do , i can handle the rest. @Steve: i am working on a short summary. Stand by.
A Very Short Overview of Passages and Perils (P&P) for Experienced FRP Gamers 2013-01-30 Characters Think of an undefined Character. It has 6 Attributes: Strength, Fortitude, Nimbleness, Intelligence, Volition, and Luster. These represent the usual capabilities. For instance Nimbleness gives Coordination and Agility, Volition gives Willpower and Perception. It has a Level: 1. It has no training. Certain capabilities are computed from these, such as the Hit Number, which depends on Nimbleness, Level and amount of Combat Training. But actual, playable Characters are not undefined, they have Species and Types. And Augments.   Augments Augments are additional characteristics which add to various capabilities. For instance, Sharp Senses gives a bonus to Perception, Major Combat improves Hit Number, Furtiveness improves Stealth.   Species and Types A Character's Species determines the characteristics they were born with, which usually includes Augments. For instance, Elf automatically adds Sharp Senses. A Character's Type determines what abilities they've acquired, which usually includes Augments. For instance, Thief automatically adds Furtiveness. Augments chosen singly usually have some restrictions. For instance, in most settings you can't add something that would make your Character an obvious mutant. Then again, there are settings where it doesn't matter. Cost Every Augment has a Cost, measured in Ticks. Augments included in a Species or Type are cheaper for being bundled. When a new Character is created, the GM will tell the Player how many Ticks they have to spend. In this case, Ticks are equivalent to what other games call Build Points. The total number of Ticks spent is called the Character's Primary Experience.   Level Level refers to the Character’s advancement through experience, training and practice. As Level Increases, so do some of their capabilities. Characters Normally start at Level 1. Die Rolls Most die rolls use 1D20, plus or minus any adjustments, plus the Character's relevant capability. 21 or better succeeds. Each appropriate Augment adds 1D4. Unallocated Ticks can also be used to alter the results. In this case, Ticks are equivalent to what other games call Action or Luck Points.   Gaining Ticks The GM awards Ticks to the Players based on their success and ingenuity in facing challenges in the game. In this case, Ticks are equivalent to what other games call Experience Points.   Advancement Periodically, the GM will allow the Players to spend Ticks on advancement. Ticks can be used to add Augments, raise Levels, or make acquisitions. Raising a Character's Level requires that the total Ticks spent (or Current Experience) be equal to a multiple of the Character's Primary Experience. Specifically, each Level gained requires that Level times the Primary Experience. Hence, each Character starts with their Current Experience equal to their Primary Experience, and getting to Level 2 requires an additional 2 times that number for a total of 3 times. More technically, to reach Level N requires a total Current Experience of the sum of 1 through N times Primary Experience. Bottom line: the greater your Character's starting capabilities, the slower their advancement will be. Adding an additional Augment increases a Character's Primary Experience, hence adding one after Level 1 requires adding enough Ticks to cover the difference. Note that Ticks are given to Players, not Characters. Hence, a Player with multiple Characters is free to spend unallocated Ticks on any, not just whichever ones were involved in the activity that produced the Ticks. And yes, Ticks can be given or traded to other Players.   Spells I use the spell point concept. Also, Magic, the power used by Magicians, is different from Dynamis, the power used by Clerics.   Alignment I use the old one dimensional alignment system. Plus, all Characters start as Neutral. To achieve a Lawful or Chaotic designation, you have to behave that way. Numbers If you don't like calculating, you can look up the numbers in tables. If you don't like looking things up, you can calculate the numbers from formulas. If you don't like either, ask the GM to do it.
I've decided to try my first session tomorrow (friday) evening at 6pm Pacific Time. If i can, i'll do another one on saturday too.
Still looking for players for tonight.