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[LFP][Pathfinder][18+] Seeking mature adults who like to combine imagination with rulebooks

1531787864

Edited 1532216636
NOTICE: Recruitment is now closed. Thank you to everyone who applied. Hey there, I'm attempting to form a long-term roleplay group on the internet. I also play Dwarf Fortress and buy lottery tickets. Soul crushing disappointment can be fun when you have the right perspective. This is a recruitment thread for a recruitment game. What does that mean? My ultimate goal is to run a lengthy campaign, but first I want to try to put together a cohesive group. So, the idea is to host some one shots until I find enough people that mesh well together. Anyone not interested in being part of a longer campaign down the road need not apply. This homebrew one shot will have four players total and take place on Saturday, July 28th. I intend to have the players picked out by the end of this upcoming weekend, if not sooner. They will receive the build rules at that time. Start time to be determined. My timezone is GMT -7. This game will be hosted here on Roll20 and requires Discord with voice chat. Bring your own snacks. Why 18+? My games are designed for mature players. Meaningful storytelling is what makes the time and effort of DMing worthwhile to me. I like being able to create moments of drama. Comic relief and light-heartedness have their roles too. I'm not grimdark stoic. There's a time and place for everything. By respecting the game you're respecting the rest of the group. If you play more casually, that's fine. Everyone has their own style. I'm simply not the right DM for you. Lastly, my expectation is that everyone who shows up to play will have a reasonable understanding of the Pathfinder ruleset and their character's mechanics. The One Shot - A Deadly Game The government mandated annual celebration of the Spirit of Fortune Festival draws near once again for Alderson City, once capital of the Kingdom of Parth. As the tale goes, a foreign emissary gifted an artifact of great power to the king as a token of peace. The court magi could neither tell the king what it did or how to activate it. The king loved the people of his kingdom and his feelings drove him to obsession to use the artifact for their benefit. By royal decree the most adept magicians were gathered unto the palace to uncover the artifact's mysteries. One by one they tried and failed. So it came to be that years passed without revelation. After the last caster in the kingdom failed, the king was ready to admit defeat. That is when the royal court bard approached. He revealed himself as the true last caster of Parth - for he had learned a single cantrip. The bard was the only one to sense the power of the artifact. "What is your wish, sire?" asked the bard. "I wish for nothing more than the happiness of my people!" responded the king. Thus the bard supplanted the king using the artifact. For who better to bring happiness to people than a bard? The Spirit of Fortune Festival marks the day thirteen years ago when fortune smiled on the bard king. The gates closed and not one soul has been allowed in or out since. There has been no news of the outside world since. Though, life has become utopian in Alderson City. Working is no longer necessary as needs are catered to by the palace. Hedonism has become the primary lifestyle of the average subject. The people have grown complacent. They stopped asking questions a long time ago. Culture stagnates. They have forsaken their gods for none blessed them as much as the bard king. There remain pockets on the fringe of society for those who cling to the ways of bygone days. Those who, for whatever reason, desire to live life the hard way. In exchange for his countless, wondrous blessings, the bard king requests only one thing in return: this holiday. Thousands of games are played in the city from childish fun to high stakes gambling. The centerpiece of the day is the Grand Game hosted by the bard king himself. Subjects are randomly selected as contestants at dawn and must enter the palace by dusk in order to compete. Refusal is not an option. Mirrors of Scrying are placed throughout Alderson City so all may watch the contestants with the catch that everyone's memory of the Grand Game is erased upon its conclusion. It is rumored fame, fortune, and power await those who can win. Unfortunately, no one can remember if anyone has ever won before - or if it's even possible. Be joyous, loyal subject. You are one of the lucky contestants this year. I normally have a laundry list of house rules, but I'm going to keep it simple for this one shot and stay relatively close to core. Likewise, I like third party material and make use of it frequently, but for the one shot I ask you use only Paizo published material. Characters will be low level. Their capabilities would be viewed as above average in-setting. Don't be evil or insufferable. Your character has been in Alderson City for at least the past thirteen years when the gates permanently closed. The city has a rough population of 120,000, for scale. Less than than 1% of the population can use magic. Firearms exist and are not publicly available. They are scarce, expensive, and status symbols. Equatable period would be a late Renaissance with anachronisms. Hard labor is becoming obsolete due to the enchanted palace. Luxury goods and services are the leading markets of the economy while most everything else is in decline or stagnating. No one outside the palace actually knows what the bard king looks like or what his name is. He's very secretive about his identity to safeguard himself against hostile magic. That's what people say, anyway. As a notice, this one shot deals with chaos, luck, and risk-taking. There is a high probability of strange and/or detrimental things happening to your character. Prepare your expectations OOC accordingly. About Me I'm 28 years old and have been playing tabletop RPGs in one form or another for over 15 years and have been DMing on and off for nearly a decade. Over the years I've played a dozen or so different systems. I do this because I adore storytelling. There isn't a more freeform, engaging, and reactive style of storytelling found anywhere else. It makes me happy when I'm able to entertain others. The question, "what's your ratio of roleplay-to-combat?" is a pet peeve of mine. Combat is as much of a roleplay opportunity as anything else and it's a criminally missed opportunity for character development many DMs and players overlook. For the curious, about a quarter to a third of a campaign is combat. I minimize unavoidable fights and leave it up to players when they want to engage. If a party prefers diplomacy and the players are having fun, that's what I prep for. Important to note, my combats take place in the theater of the mind. There won't be an battle maps when playing with me. I'm not a participation trophy DM. Success only has meaning when failure is possible. I'm not the DM a player wants to have if they love pure power fantasies and can't enjoy vulnerability. My philosophy is that the driving force behind character development are scenarios that challenge the character's status quo. That translates to: sometimes bad things happen to a character and they have to figure out how to handle it. I work hard to incorporate these events with respect to the player. At the end of the day, if a player wouldn't have fun with it, then it isn't worth doing it. About You Name: Age: Experience: When are you available on Saturdays?: What are you hoping to get out of the game?: How would you describe yourself as a player?: What traits do you like/dislike in DMs?: What traits do you like/dislike in players?: Character Name: Alignment: Race: Class/Archetype/Build: What's their personality?: What's their backstory?: Your character had the better part of a day from the time they found out about their selection to arriving at the palace. What did they do during that time?:
About You Name:  Tom Age:  23 Experience:  I watched the Dawnforged Cast intro video lol. I'm a quick study and have been DMing 5e for a year now. (I very much believe in investing for a better payoff, even with hobbies. So it wouldn't take long for me to grasp the system, especially if I could chat with some senpais.) When are you available on Saturdays?:  Anytime until 9pm EDT, then I'm gone. So if it's a 4 hour game, it'd have to start at 5 the latest. What are you hoping to get out of the game?:  An incredible story and some friends. I not only enjoy playing the game but talking with my fellow players and DM about the game! That water-cooler talk about this great show we're all a part of. I also want more experience roleplaying and developing a character over an extended period of time. How would you describe yourself as a player?:  Responsible and well-rounded. I like character development and dramatic twists and turns so I try to engage in meaningful RP and welcome adversity from failure to the sweet release of death. I always try to view things from my character's perspective but not to the extent that I am detrimental to my own party or progress (i.e. I'm a thief so I steal from everyone, even my own party). I can synergize in and out of game knowledge while keeping them separate. What traits do you like/dislike in DMs?:  I like a DM who knows what they're doing, who understands the purpose of their decisions and actions. And I like a DM who communicates and is excited about telling a story with a group of people. I feel if a DM has those qualities, you don't run into DMs who try to make your character for you or shut down player agency and creativity. Ultimately, a DM needs to work with  players not for or against. What traits do you like/dislike in players?:  Pretty much the same as a DM. Players who work with  the DM and each other. Then you don't get selfish or bossy players. And if players are excited about a game, they don't show up late not having told anyone ahead of time. They respect everyone's time because they're eager and invested. Character Name: Brache Folds Alignment:  Lawful Neutral Race:  Human Class/Archetype/Build:  Fighter/Unbreakable/City Guard What's their personality?:  Willful, committed and very disciplined. A hard-worker who is always ready and upholds both law and tradition with uncompromising conviction in his beliefs (for himself not others). He would never let himself slack but doesn't berate others for giving into hedonism. What's their backstory?:  Brache was a rookie guard for Alderson City when everything changed. His father and his father's father had been guards before him and instilled a firm sense of duty, loyalty and respect. He was honored to serve the city in such a way, only to then be immediately relieved of duty when the gates permanently closed. He struggled with a loss of purpose for over a year before one day hearing a sermon from one of the fringe religious groups still in the city. It was a sermon about change and how nothing lasts forever. That was when he decided he would commit himself to being ready for whenever Alderson City's extended vacation would come to an end. To this day he continues to train and maintain his swordsmanship to be prepared for that coming change, whether it's in his lifetime or his children's, or their children's, lifetime. Your character had the better part of a day from the time they found out about their selection to arriving at the palace. What did they do during that time?:  Brache went to see his father. They usually spend the Spirit of Fortune Festival together, having a family dinner to ride out the storm. They're generally not the type of engage in hi-jinks and tomfoolery, preferring an intimate meal and some smoking with hard liquor. They had to cut things short this year because of the invitation, which they had a laugh over for likely being one of the worst possible candidates in the city. (If there were anything he could do to get ready, anything the invitation told him to bring, he'd have went out in the afternoon while dinner was being prepared.)
About You Name: John  Age: 22 Experience: Pathfinder, d&d 5e, d&d 4e 3.5 and a small amount of god bound When are you available on Saturdays?: any time after 10 am Gmt -5 What are you hoping to get out of the game?: a fun enjoyable experience, and a group with pleasant people and  have more of such experiences  How would you describe yourself as a player? : eager to play and Really into the characters background and such What traits do you like/dislike in DMs?: gms that would rush you without reason and railroading I understand this is a necessary measure sometimes but sandbox gaming was created for a reason and I like those Who have The ability to paint a picture with their words What traits do you like/dislike in players?: t hose who don't show and who are in it to power game and that alone and not enjoy the game it makes it suck for everyone else, on the flip side I like having the game start on time, Polite conversation and never bringing reality into the game Politics religion etc Character Name:  Darang Gong Alignment: CN Race: Gnome Class/Archetype/Build: /Alchemist/Reanimator What's their personality?: melancholic but Vicious in combat like a Rabid squirrel  What's their backstory?:  Darang Was born in the city of Alderson and has lived there for most of his life. he traveled outside of Alderson for a short period of time before he returned just before the City closed its gates and has been Growing weary of the feeling of entrapment. as such he sought out the fringe elements of society and started working there for a living.    Your character had the better part of a day from the time they found out about their selection to arrive at the palace. What did they do during that time?: Panicked for a small amount of time then Sullenly packed his bags for he cannot remember anyone who has Been remembered as a winner of this game, but being the quick little bastard he tried and failed to slip out from the town and failed.  He seems almost Resigned to Being forgotten 
Name:Craig Age: 25 Experience: Newish to pathfinder, though quickly understanding the rules, I do have a history with RP in other areas and other tabletop though When are you available on Saturdays?:Yes, i should be free most the day, though as i know i am 8 hours ahead (From the UK) What are you hoping to get out of the game?: I am hoping to see a game evolve along with a good story and likable characters, just get something i wouldnot be able to get from any other game. How would you describe yourself as a player?: Mostly carefree and relaxed, love learning new things and seeing what can be done, and how to find uncommon answers, Overall just eager and excited to delve into it all. What traits do you like/dislike in DMs?: I would mostly like to see someone that is open to allowing players to express themselves in RP,and not force everyone into a straight hallway, someone that can be creative and deliver moments of important, knowing just the right amount of slack to give players though still offering something that will test them, As for the dislike, then it would be someone that punishs players for not following their orders, someone that is strict and does not all any changes. What traits do you like/dislike in players?: I would just like people that are openminded, and eager to try new things, people that will offer aid instead of scolding, and can be a laugh to be around, For dislikes, then it would be any that takes all for themselves and does not give any value to the others, the egotisial leader type. Character Name: Nushila Alignment: Chaotic Neutral Race:Kobold Class/Archetype/Build: Oracle What's their personality?: Skittish, though curious on the world, Much more passive then most her kin. What's their backstory?: Born cursed and with an uncertain fate, she was an outcast in her Clan, spending most of her time studing the few slaves that would sometimes be captured, giving her a very limited grasp on the common tongue, in time these captures were later punished with the complete destruction of her home, though due to her odd fate she was somehow was able to survive, be it whims of the gods or just luck, now a lone kobold she is seeking any type of company, just for some protection so she can try learn her fate. Your character had the better part of a day from the time they found out about their selection to arriving at the palace. What did they do during that time?: Depending on the realm and their status, i would either think captured (she is a Kobold) or she would be roaming the outskirts of the city. (Any other information can be provided)
Name:Jacob Age:21 Experience: been playing pathfinder and dnd 5e for almost a year now When are you available on Saturdays?:majority of the day, can depend a little bit on when my gf decides we go grocery shopping What are you hoping to get out of the game?:A epic story, i think thats why everyone plays TTRPG's to be part of a story and do things that are otherwise impossible and to share in that story How would you describe yourself as a player?:I would say im pretty relaxed and stoic, i love sharing in stories with others and dont always want to be the center of attention and i appreciate something really cool or smart someone else does What traits do you like/dislike in DMs?:i dont like gmpcs or favortism and i dont like gms that make games that are overly goofy in nature, but i love great story telling, lethality in combat and the world as well as consequences or rewards for our actions, and im slightly partial to more serious dark games  What traits do you like/dislike in players?:in players i dislike when one player tries to make it all about them or talks over other players, aswell as making some asshole character (when i say this i dont mean evil characters i just mean assholes in general) Character Name: Solomon  Graft Alignment: NG Race:Human Class/Archetype/Build:Speaker for the past shaman What's their personality?:thoughtful but emotional (cant have a connection to spirits and nature with out emotion after all) What's their backstory?: Solomon takes after his grandfather in the old beliefs and practices of shamanism (something his mother tried to end when she moved to the city with Solomon when he was just a boy) once his grandfather died the mantle of responsibility to help keep these beliefs alive  fell to him and he happily accepted it, he took what his grandfather did in the country then he did him one better he didn't just become a protector of tradition and nature he became a voice for the spirits of the past he spoke in schools, on the streets, and at hospitals about the value of family, nature, and spiritualism and its power Your character had the better part of a day from the time they found out about their selection to arriving at the palace. What did they do during that time  Solomon would have visited the hospital and helped heal any patients there both physically and spiritually, he would walk the streets of the city taking in its people for possibly the last time, then as his final stop before heading to the palace he would go to his mothers house  to try and heal the anger they both have  and reconcile their relationship.
About You Name:  Angel Age:  42 Experience:  I played quite a bit of AD&D 2.0, some D&D 3.5, and played a few other systems and genres When are you available on Saturdays?:  Pretty much anytime, though the afternoon, late afternoon, early evening or night would be best What are you hoping to get out of the game?:  Fun, meeting new people, learning more about a different system, and less stress than we have had How would you describe yourself as a player?:  I'm a team player, I try to help the GM rather than hinder them, and I try to keep things as much "real in the game" as possible.  I'm not a rules lawyer by any means.  Fun takes precedence over whether or not you were five feet or six feet from a target when you attacked or something. What traits do you like/dislike in DMs?:  I like DMs that have a story, NOT a script, and that try to involve everyone in what's going on, so everybody has a chance to contribute something to the game, and aren't just player manned NPCs. I don't like DMs that play favorites, and that tend to ignore the quieter people like me.  I don't like when a DM allows a player to railroad the game completely What traits do you like/dislike in players?:  I like players that will work together with the other players, and not just arbitrarily decide we're going to do this or that.  I like players that realize we're all here to play the game and have fun, and let every player get what they're trying to say out, or describe what they're doing without constantly butting in, without even so much as an "excuse me."  I like players that don't constantly try to talk over you and push the game in another direction.  So, polite players that are team players and don't hog the game, keeping everybody else from actually playing. I don't like players that do the sort of stuff I listed above, and I don't like characters spending five hours on some tiny little trivial point that could have been resolved in literally two minutes. Character Name:  Juniper Stardust Alignment:  Chaotic Good Race:  Gnome (Fey Touched) Class/Archetype/Build:  Sorcerer with Fey Bloodline What's their personality?:  At first, she is very cautious, largely depending on her friend/guardian's judgment of someone, but tends to be cheerful and bubbly after she gets to know someone What's their backstory?:  She lived in the forest, communing with nature and the animals there most of her life, until she was trapped by a band of human brigands.  The brigands had heard a story that if they drank the blood of a fey touched creature, or better yet an actual fey, they'd gain powerful magical fey abilities, and that must be replenished weekly, so they were keeping her as a sustained power source.  Since she had a very strong connection to her fey bloodline and ancestry, they thought her powers and magic would be extremely powerful.  They were preparing her for blood letting when her friend and guardian found her, and rescued her from them.  She's been his faithful and devoted companion ever since, under his protection and care. Your character had the better part of a day from the time they found out about their selection to arriving at the palace. What did they do during that time?:  She and her guardian had been trying to find a way out of the city for thirteen years, with no success, so they'd tried to adjust to life in the city, which was much different than what they were accustomed to.  She listened and watched all day to everyone she could, wondering what exactly kind of game the game was that they were to participate in, hoping it would give them a clue, and hopefully a chance to finally return to their journey.
About Me Name - Joe Age - 52 Experience - I started playing in 1974 with the first release of Basic D&D, and have played all permutations until 4th edition.  I didn't like what I saw with 4th, so I didn't play it, and haven't played 5e yet, but am wanting to.  I like what I see with this edition. Beyond D&D, I've played a huge gamut of systems and genres.  Various incarnations of Star Wars and Star Trek, including the new Star Trek Adventures; most editions of Shadowrun; TSR's Marvel Super Heroes; Mayfair's DC Heroes; Mutants and Masterminds 3e and DC Adventures using the same system; Earthdawn (its been a while for that one); every system and gaame line in the Classic World of Darkness; first edition versions of most of the New World of Darkness/Chronicles of Darkness game lines; All Flesh Must Be Eaten; RIFTS (its been awhile); the old TSR Conan; RoleMaster; SpaceMaster; MERP (Middle Earth Roleplaying); and far too many more to list.  I've ran most of the systems I've played, with very few exceptions. When are you available on Saturdays? - Pretty much anytime, usually, though prefer late afternoon to evening to night time.  I'm in the Eastern United States (UTC-5) time zone What are you hoping to get out of the game? - I'm hoping for a fun and enjoyable experience actually playing a game instead of running it, making new friends, and exploring new roleplaying opportunities.  I have a passion for the hobby, and enjoy playing and talking with others that have a similar passion.  I'm hoping to experience a well crafted story that leaves room for the player characters to make decisions and actions that influence and impact the game world in the same manner that decisions and actions of real life people impact the world, be the effects large or small.  I look for games where my character actually lives in the game world, rather than simply doing the roleplaying equivalent of moving a game piece around a board. How would you describe yourself as a player? - Usually, others would describe me as flexible, adaptable, and versatile, as well as engaging.  I'm more than happy or comfortable in playing any class, race, personality, etc that a given group needs, or is necessary.  I enjoy them all.  I like to help move a game along in a natural feeling flow rather than disrupt the game every couple of minutes.  I like to think I'm a team player, and try to move the game along smoothly, regardless of what sort of character I'm playing or what their motivations are. What traits do you like/dislike in DMs? - I like DMs that are adaptable and versatile.  Players are always going to think up solutions or take actiosn that completely throw the DM for a loop, because its unexpected.  Being able to roll with that and keep the story going at the same time is a talent.  I like DMs that see themselves more as a facilitator rather than a director.  In other words, I like a DM that creates a world, scene, etc, and sets the stage, and allows the characters to react and respond in an organic way, rather than have a story where this action or that action must be taken or not taken, and there is no other choice that is possible without being shoehorned into the next part of the story. I dislike DMs that plan everything so meticulously as that every scene feels scripted, where the story is the star, and the players are simply extra actors in their own fantasies.  These types usually have those NPCs that not only can do everything, but also do everything, and the player characters are little more than window dressing or cannon fodder.  If you want to create a story where your own character is the focus and star of the show, write a novel.  A game has players so they can play.  I dislike DMs that are adversarial.  What I mean is that they play with an "its me against them" mentality.  There are no winners or losers in a roleplaying game.  A roleplaying game isn't competitive, its collaborative and cooperative.  The DM is supposed to actually be on the players' side, in a sense.  This doesn't mean fudge everything where the players succeed at everything, it simply means that the DM not purposefully and intently try to kill the characters purposefully at every opportunity.  Present danger and consequences, of course.  But don't start off the session with "That dwarf has lived too many sessions.  What can I do to make sure he gets himself killed?" What traits do you like/dislike in players? - Pretty much the same as the DMs for both.  I like players who are passionate about the game and their characters, and that play their characters realistically in the framework of the "reality" of the game world.  I like players who work with the DM and the other players to advance a story.  What this means is if a player plays a character that's opposed to the stuff going on in the scene or story, or their moral compass points in a different direction, they state their arguments, or take actions based on their arguments that contribute to the story and give the DM a springboard to further the story with something usable, not bog it down in a huge, drawn out in character argument that achieves nothing but aggravation and wasting game time.  I like players that are about playing the game, not thinking all eyes must be on on them all of the time.  In other words, players that are constructive, not destructive.  Team players, even if the characters are not exactly on board with everything. The dislikes for players are also similar to those for DMs.  I don't like adversarial players that are completely and totally against the story and/or other characters for the sake of being contrary with no real in game or out of game reason, such as plotting to steal something from another player, kill another player, get the other player killed, simply for the sake of being an attention hog. Players that waste game time on something trivial, at best, annoy me.  Character building/exploring moments are fantastic, but don't go five hours on something silly, like how pepper makes you sneeze. I cannot stand players that want to play a "unique, interesting, and unusual" character and end up creating the biggest asshat they can possibly think of.  You can be unique, interesting, and unusual character by taking one or two things that are normal for a given character type or race and tweaking that.  You don't have to create something crazy, especially without the GM's approval or knowledge.  Generally, this applies to min/maxers, power gamers, Munchkins, or whatever you like to call them as well. Character - I actually have several ideas I could play but this is one Name - Arden Starshine Alignment - Chaotic Good Race - Elf (I'd like to replace the Elven Magic racial ability with Silent Hunter if possible) Class/Archetype/Build - Ranger, just a straight up ranger What's their personality? - He tends to be guarded and reserved, usually suspicious and wary, rarely speaking unless he has to.  Its hard to make friends with him, but once you do, you've got a friend forever, unless you give him a reason for him not to be.  He can be brusque and taciturn at times, abrasive, and blunt.  Towards Juniper, his companion, he's extremely protective of her, and is very gentle towards her, where he's very abrupt with others. What's their backstory? - Years ago, outsiders came into the forest, stumbled upon his village, and slaughtered his kin, and destroyed the village.  He had been out hunting, to bring back food for his people, and was far away when the village was destroyed.  He came back to a terrible sight, his village and the surrounding forest burned out, and corpses all around the village paths.  He swore he would get justice for his village, and found the tracks of those responsible.  They appeared to be either orcs, or humans, and he began to track them as they moved on along their way. He encountered a small camp of human trappers that had trapped a young gnome girl, with obvious strong traits that marked her as fey descended.  They kept her in a cage barely big enough for her to stand in, and taunted her and terrorized her.  He heard them talking amongst themselves, speaking of some ridiculous story about drinking fey touched blood and getting power and magic.  When night fell, he slipped into the camp and freed the gnome, but ended up having to kill three of them as they escaped. The gnome felt a connection between them and figured they must be meant to be together, so she accompanied him.  At first, he was reistant to the idea, but as time went, he grew fond of her and it continued to grow.  The tracks of those he pursued entered a large human city, and he intended to go in and see if they were still there, or pick up their trail outside the city, but Juniper was excited, she'd never been to a city before, and wanted to see how things were, and spend the night.  The gates closed and would not be opened, and the guards made it clear that they were now citizens of Alderson City.  So, for thirteen years, they've been looking for a way out, plotting and planning, waiting for the right time.  When they were called as contestants in this game, he thought this might be their chance. Your character had the better part of a day from the time they found out about their selection to arriving at the palace.  What did they do during that time? - After being informed that he and Juniper had been selected for this game, he went to the tavern, to listen and see if anyone knew anything about the game, or the status of guards at the gates and walls, and if it might be possible to slip out in the confusion, or maybe even if the human bard king would allow them to leave if they won this game.  He preferred to get out with as little violence as possible.  A child of the wild, the city had been uncomfortable for him in the best of times, and absolutely terrible at other times.  So he tried to gather information and plan a new way to get free.
Name: Daniel Age: 28 Experience:  3 or 4 years of Pathfinder When are you available on Saturdays?: Anytime. What are you hoping to get out of the game?: Storytelling, writing, acting, improv, tactics, friends, and some laughs. How would you describe yourself as a player?: I commit to my character and the world. The character you are playing is going to think and understand certain things and I want to figure out what they would do with it. By nature, I’m a team player and I will go out of my way not to hog the spotlight and include others. My characters will almost always have support elements because they are more concerned about losing companions than about beating enemies.  What traits do you like/dislike in DMs?: I think the relationship between dm’s and players is like a conversation between reasonable people. I want a GM who presents a reasonable world with reasonable consequences. If I do something dumb, bad things should happen. Of course, there should be some random elements too, since life is unpredictable, but the dm shouldn’t hesitate to throw really bad consequences if the PC's do something to deserve it. Who knows, maybe the players can find a way out of it. Let the players try things and work through the problems they create.  What traits do you like/dislike in players?: When a player tries to be THE CHOSEN ONE and take over the game. Or at the other end of the spectrum, when a group of players is being so nice to each other that they don’t end up doing anything for fear of stepping on someone else's feet. Players ought to be decisive about what their character thinks and wants, but considerate. Also, in combat, don’t tell other people what to do or second guess their actions. It’s a good way to break immersion and undermine that player. Not everyone is a tactical genius, but you are playing your character, not theirs. Leave them alone. You mentioned it in your intro, but players ought to be roleplaying every moment and that includes during combat. Combat should never just be dice and numbers. If you are going to charge, what does that look like? How would your character do it? If you are hurt, how do you react? Are you smiling or stone-faced? Does it bother you when you killed that guy and see the blood on your sword? Character Name: Marcus Julian Alignment: Neutral Good Race: Human Class/Archetype/Build: Bard Demagogue. He will be an orator, not a musician. What's their personality?: Marcus is generally reserved and calm. It masks a storm of emotion within. As he warms in conversations he often gets passionate and enjoys drawing out the same passion in others. He has a knack for reading people and understanding what motivates them.  What's their backstory?: Marcus is a 36-year-old writer who has written under the pseudonym Seneca for almost 20 years. He has always been disgusted by hedonism. He argued against such lifestyles as a young student years before the Bard King took over. He views what has happened to the city as a fate worse than being conquered and enslaved. Despite his opposition to the current state of things, he has kept his mouth shut. With a wife and a little girl, he always felt like the risk was too high to act openly. At his home, Marcus and wife tend to a large garden where they spend a part of every day partaking in the life-giving cycle of sowing and reaping. They both worship Erastil. Marcus writes pamphlets and short papers that he stashes in public restrooms and party areas in the hopes that he can change a few minds. He also leaves stacks where the groups openly opposing hedonism can find them and distribute them. He is in the middle of writing a book that he hopes could change public opinion against the current culture of pleasure at no cost. Your character had the better part of a day from the time they found out about their selection to arrive at the palace. What did they do during that time?: Marcus has always suspected that this game was designed to quietly eliminate people the crown deemed as dangerous. He knows that someone saw him stashing a pamphlet in a tavern bathroom a few weeks ago and figures the king must have received word of it. At first, he wandered alone, wondering if he should tell his wife Elizabeth. When he returned home, his face couldn’t keep the secret and Elizabeth pried it out of him. They embraced and wept. A few hours later, he took his four-year-old little girl Tess out for a treat and explained that he was going to be gone for a long, long time. “Listen to your mother and be a good girl.” Finally, unable to bear the long goodbye another second, he gave them a last big hug, put on a brave face, and began the long trek to the palace. As it was, he would be there a few minutes early, so he walked slow. In his pockets were two folded up speeches he had written years ago. He also had an essay against hedonism he wanted to hand personally to the king if he got the opportunity. The first speech was for the day he openly admitted to being Seneca and addressed the people directly. He could imagine himself in front of a large crowd changing hearts and minds, inspiring people to lead better lives and reject the gifts of the palace. The other speech was for the day when the king stepped down. Both were speeches he knew now he would never give. Suddenly, on a furious impulse, he ran towards the sounds of partying. He would probably be late, but who worries about being late to their own execution? If I’m gonna die, he thought, I might as well say my piece. I will not go quietly! (I leave the rest to our interactions. If they simply ignore him, he tears up the speech in disgust and gets to the palace on time. Otherwise, he may be late. If guards come for him or he’s thrown out, he won’t fight back. As a demagogue, he is a celebrity and he will begin his soapbox speech by stating that he is Seneca in the hopes of getting their attention away from their entertainment long enough to listen.)