Davout
09-18-2011, 02:26 PM
Experienced D&D (editions 1 & 2) GM looking for players. I would like to try Fantasy Craft (similar to D&D 3.x).
The actual setting will be developed cooperatively with all players and myself using Microscope RPG. I have a starting map. The history, cultures, and races will be developed. Starting setting palette includes but not exclusive to:
All elves have been corrupted by an evil force (No Drow)
No Halflings/Perch
World has a strong tie with the elemental planes.
Our playing style is:
50% Combat
35% Story Development
15% Role Playing (Acting)
The game will occur once per month either on Saturday or Sunday.
Thanks.
Davout
09-20-2011, 07:45 PM
Play style and goal questions:
Rank the following in order that matches your playing style:
____ Accumulating Cool powers: Enjoying the acquisition of loot/powers, planning a character many levels in advance.
____ Kicking Butt: Enjoying combat for the sake of inflicting mayhem and destruction on foes.
____ Brilliant Planning: Enjoying combat for the sake of winning, beating foes with brains and tactics.
____ Puzzle Solvers: Resolving riddles, short puzzles or longer investigation type puzzles.
____ Playing a favorite role: Seeking the same class/themes/roles campaign after campaign.
____ Super Coolness: Being a badass and be able to show it often.
____ Story: Enjoys exploring a story unfold around a characters actions and choices.
____ Actor: Seeking to explore and develop a character from an internal perspective.
____ Irresponsibility: Being able to create trouble without having to deal with real-world consequence (ex: jumping off the rails and go wild!)
____ Setting Exploration: Seeking new horizons in a setting and learning the lore of in game
objects, locales and events.
____ The Outlier: Seeking the emotional kick of subverting a groups dynamic by creating weird characters or actively seeking failure.
____ Lurker: No clear goal or motivation except to show up at the game and participate.
Please indicate which of the following responses best matches your expectation for missions:
Im okay with failing a side mission.
Im okay with failing a mission related to the overall campaign goals.
Im okay with failing a mission related to the overall campaign goals, but only if it isnt too hard to fix the failure.
Im okay with failing an overall campaign mission thus far (e.g., prevent a gate from forming to an evil plane) as long as we get new related goals (e.g., fight what comes through the gate and then close the gate).
Im okay with failing a mission related to the overall campaign goals as long as we get new goals and those goals may be unrelated (e.g., survive the demon horde pouring through the gate; save/protect the McGuffin from the demon horde).
Im only okay with failing side missions that are tangentially or only loosely related to main goals. Beyond that, I like a GM to keep us moving closer to a successful completion of the over all goal.
Im okay with failing. Period. Even the whole campaign.
Though I know the party wont be perfect, I really need every mission to end with at least a modicum of success.
I prefer the party to set its own goals and dont want a given goal in the GMs mind before we create characters or before we start a mission.
When has it been okay or even fun for your character to die in a game? (Check all that apply.)
Never. How could that even be fun?
When the character can be resurrected and eventually catch up to other characters in power level.
When it forwarded a plot overall or made a very dramatic enjoyable scene.
When the GM thought we made serious mistakes and the dice dictating it.
When I got an awesome death monologue.
When I had something else to do at the table afterward.
The acceptability of character death is inversely proportional to the amount of time it takes to create a new character.
Character death is more acceptable the longer and more successful my character has been.
Character death is less acceptable the longer and more successful my character has been.
Character death appropriateness is based on my character. If I play a cautious, careful, combat avoid, and combat savvy character, I expect those traits to help the character live longer. If I play a reckless foolish character, I expect death to catch up to the character
eventually.
It is okay to me if other characters die for character/story reasons but not if it affects my character too much.
When we start the campaign, I want my character to be able to:
Influence a small group of people known to him or her
Influence events in a small group
Influence events on a local level (neighborhood or small town)
Influence a large city
Influence a state or region
Influence a country
Influence a world
Influence a plane
Influence the fabric of reality
By the time we finish a campaign, I want my character to be able to:
Influence a small group of people known to him or her
Influence events in a small group
Influence events on a local level (neighborhood or small town)
Influence a large city
Influence a state or region
Influence a country
Influence a world
Influence a plane
Influence the fabric of reality
How fast do you like your characters power level to develop?
I like to see power development every session.
I like to see power development every few sessions.
I like to see power development a couple of times a year.
Power development is not as important to me as character development.
How realistic do you like character mortality to be?
Realistic: A point blank shot to the head should be fatal almost every time even for PCs.
Heroic: For most people in the world a point blank shot to the head would be fatal but not for my character.
Realistic or Heroic as above but with faster healing to keep the game moving and my character in the story.
Cinematic: A point blank shot should kill, but the bad guy flinched and grazed me instead. Then I knocked him out and grabbed the gun out of the air and turned it on him before he even hit the ground.
Superhero: My skull flattens bullets.
What kind of overarching campaign goals interest you. Pick your top 3:
Halt a danger to a home town
Fight a war of defense
Be loyal to an organization (get orders, fulfill missions)
Stop an evil organization/evil overlord
Save the world/universe
Stop the internal power grab within my organization/country
Build up the power/wealth/status of my loyal patron
Explore the world
Conquer
Avenge the wronged
Protect the weak
Build my power and the power of my friends
I like playing in a game where:
Scene A leads to Scene B leads to Scene C, and our success or failure in each leads to how difficult the next scene will be but not whether the next scene will be.
Where the adventure starts with Scene A and leads to Scene D, but where, when, how and whether B and C come about is up to the players.
Where the adventure starts with Scene A and leads to goal D, but the path between those points is up to the players.
Where the adventure starts with Scene A, and from there the players are free to set, change and accomplish their own goals.
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