Recent Chat Activity (Main Lobby)
Join Chat

Loading Chat Log...

Prefer not to see ads? Become a Community Supporter.
Campaign Summary
Campaign Summary Genre: Fantasy
Current Players: 1
Desired # of Players: 4
Game Location City: Indianapolis
State: IN
Zip Code / Postal Code: 46236
Country: USA
Game Times Frequency: Monthly
Online Game Details Online Game?: No
Additional Options Looking for Players?: Yes
Google Map
Loading Map...

Results 1 to 2 of 2

Thread: Fantasy campaign in Indy where setting is created cooperatively with players.

  1. #1
    Join Date
    Sep 2011
    Location
    Indianapolis
    Posts
    3
    Downloads
    1
    Uploads
    0

    Fantasy campaign in NE Indy area where setting is created cooperatively with players.

    Prefer not to see ads?
    Become a Community Supporter.
    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.
    Last edited by Davout; 09-19-2011 at 12:39 PM.

  2. #2
    Join Date
    Sep 2011
    Location
    Indianapolis
    Posts
    3
    Downloads
    1
    Uploads
    0
    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 character’s 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 group’s 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:
    • I’m okay with failing a side mission.
    • I’m okay with failing a mission related to the overall campaign goals.
    • I’m okay with failing a mission related to the overall campaign goals, but only if it isn’t too hard to fix the failure.
    • I’m 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).
    • I’m 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).
    • I’m 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.
    • I’m okay with failing. Period. Even the whole campaign.
    • Though I know the party won’t 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 don’t want a given goal in the GM’s 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 character’s 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.

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •