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Hello I am Khan Strider i have been on the forum for only a short while but i am Interested in trying to run a play by post campaign. I have never run a campaign in this type of setting, but i have been GMing for close to 10 years with Multiple star wars campaigns run in that time. I am a little unsure of this so i am asking for advice and seeing if there is interest.
Quote from: khan strider on December 10, 2014, 09:48:35 amHello I am Khan Strider i have been on the forum for only a short while but i am Interested in trying to run a play by post campaign. I have never run a campaign in this type of setting, but i have been GMing for close to 10 years with Multiple star wars campaigns run in that time. I am a little unsure of this so i am asking for advice and seeing if there is interest.Though you've already been welcomed, I'll extend mine here. Good to see someone else interested in PbP.Play-by-Post has a couple of perks and quirks as opposed to tabletop.Perks: No scheduled time and people can post when they want, roleplaying really comes to the front since you can take your time to post a response, cool and cinematic descriptions are easy, the GM can modify things on the fly much easier than at a table and take his time to peruse rulebooks or ask questions before resolving something.Quirks: People can (and have) disappeared without a trace, pacing is slower (side quest take weeks to complete), and there are a lot of houserules that need to be formulated up front.I have GM'ed several PbPs, so you are always welcome to ask me questions. I'll also state my interest in your game at this time. There is interest here, but only about 6 or 7 of us regularly Feel free to look at my PbP games here on the forum (Loose Ends and Twilight of the Krath) for a list of houserules and ideas under the Character/Campaign info.Some basics to start with:How long will your game last (campaign vs. encounter)? I'd recommend 'Encounter' length games for 1st time PbP GMsWhat era would you want to GM? KOTOR, Dark Times, Legacy?What level are the characters at?How many players are you willing to accomodate?What is the focus of the campaign? Underworld intrigue, galactic warfare, or exploration?How much roleplaying vs. combat?Once these have been answered, we will be able to offer more specific advice.
thank you for the encouragement. To to answer your questions . . . .i have short adventures along with a couple of larger campaigns that i would be interested in running. these range from the Kotor era through the Legacy era for now i am thinking of running a Kotor era game beginning as Republic allied with PC characters at Level 10 i could accommodate 4-8 players the game will have a focus on both the war going on and the actions of the Exchange i attempt to keep the combat and roleplaying fairly evened out so that both types of characters have their benefits
Quote from: khan strider on December 11, 2014, 10:36:35 amthank you for the encouragement. To to answer your questions . . . .i have short adventures along with a couple of larger campaigns that i would be interested in running. these range from the Kotor era through the Legacy era for now i am thinking of running a Kotor era game beginning as Republic allied with PC characters at Level 10 i could accommodate 4-8 players the game will have a focus on both the war going on and the actions of the Exchange i attempt to keep the combat and roleplaying fairly evened out so that both types of characters have their benefitsI'd recommend keeping the number of players to 4-5. Too many people seems to bog down the timetable quite a bit.KOTOR era sounds pretty fun. I'm doing one myself (although slightly before the actual events of KOTOR).Like the combo of war and investigative. Just make sure that you drive the adventure as GM and give definite goals.Now you need to fill in the rest of the blanks (will you use Destiny Points or Backgrounds, normal or daily Force Points, how you will handle HP and stats, what sort of houserules you want to add, etc.). As always, feel free to look at my two previous campaigns for ideas on how to flush out the rest of the details.
Khan, thought of a couple more things.Money for buying stuff. Most people use the following formula:(level x [level -1]) x 2,000 credits* * Double this for a noble with the Wealth talent.So at 10th level, characters would have about 180,000 credits.If you think this is too much money, something I did for Twilight of the Krath was (Max 1st level credits x character level). So we'd have about 30,000 with this method.Do you have a preference on what type of characters people build? Do you mind if lots of people play Jedi or do you prefer a mix of other characters?I've got a build I'd like to try again. Tried it for Four Jedi Walk into a Bar, but never really got to use the combo it was made for. I might make one or two alterations, but the basic build is there.Spoiler: Phram Boshar (hover to show)Phram Boshar was discovered early in life to be Force-senstitive by a wandering Jedi Shadow. The Shadow, a Blood Carver named Pe Riev, took the young Kerkoiden to a small enclave to receive basic Jedi instruction and returned for him shortly after he graduated from his training clan. Pe Riev took Phram on the hunt, showing him how to track Sith and dark Force-users through the Force while concealing himself from their own scans. Pe Riev focused Phram’s natural aggressive tendencies on hunting down and destroying the dark side of the Force while educating him on how to hide his aggressive nature behind a façade of smiles and wicked humor. Pe Rieve was an accomplished duelist and passed along his expertise to Phram. Once Pe Rieve thought Phram was ready, they infiltrated a Sith academy and systematically began eradicating the students. Using the dark atmosphere and treachery inherent in the academy to cover their tracks, the two of them quickly worked their way through the hierarchy and slew the instructors in an intense battle. It was Pe Rieve’s final lesson to Phram. Short afterwards, Pe Rieve presented Phram to the Jedi Council as an experienced Shadow ready to take on his own assignments. With the Republic preparing to send an expedition into the Unknown Regions, the Council assigns Phram to go with the GRS Intrepid, hoping he can find a way to undermine the Sith Empire.Phram Boshar is not your typical Jedi. Fierce, cunning, and irreverent, he seems to have more in common with the Sith. But this is part of his deception as a Jedi Shadow. Misdirection and stealth are his allies in his fight against the dark side. Since he has been on the move for so long, he finds it hard to make friends, but those that he does make a connection with are counted as allies forever. Phram BosharMedium male Kerkoiden Jedi 7/Jedi Knight 3Destiny 2 Force 11Init +11; Senses Perception +13Languages Kerkoidese, Basic, Arkanian, RylDefenses Ref 25 (flat-footed 23), Fort 23 (28 vs. Use the Force or extreme heat/cold), Will 25 (30 vs. Use the Force)Immune +5 Force bonus on defenses against dark Force-users’ powers or powers with the [dark side] descriptorHp 93; Threshold 23Speed 6 squaresMelee unarmed +13 (1d4+14) orMelee crossguard lightsaber +13 (2d8+16) orRanged move light object +17 (1d6)Base Atk +10; Grp +13Atk Options Combat Trickery, Force PowersSpecial Actions Dark Side Sense, Force Powers, Force RegimensForce Powers Known (Use the Force +17): Cloak, Dark Rage, Disarming Slash, Falling Avalanche, Force Shield, Force Track, Intercept, Mind Trick, Move Object, Rebuke, Saber Swarm, Shien Deflection, SurgeForce Regimens Known (Use the Force +17): Sparring Practice, Telekinetic Practice, Vo’ren’s First Cadence, Vo’ren’s Second CadenceForce Techniques Improved Dark RageAbilities Str 16, Dex 14, Con 10, Int 14, Wis 16, Cha 14Special Qualities Predator’s Heritage, Social CunningTalents Block, Clear Mind, Dark Deception, Dark Side Sense, Resist the Dark Side, Taint of the Dark Side (Dark Rage)Feats Combat Trickery, Force Sensitivity, Force Regimen Mastery, Force Training (3), Skill Focus (Use the Force), Unstoppable Force, Weapon Proficiency (lightsabers, simple)Trained Skills Deception +13 (+20 to conceal earbud comlink), Initiative +11, Perception +13, Use the Force +17 (+21 when using Block, -2 per attempt; may reroll to avoid being detected by other Force-users or to sense the presence and location of characters with a Dark Side Score of 1 or higher, but must take the reroll)Untrained Skills Acrobatics +7, Athletics +8, Endurance +5, Gather Information +7, Knowledge +7, Mechanics +7, Persuasion +8, Pilot +7, Ride +7, Stealth +14, Survival +8, Treat Injury +8, Use Computer +7Possessions modified crossguard lightsaber with belt ring (yellow jenraux crystal, fiber cord, dual geared with guard shoto, superior damage, 16,050 cr), modified shockboxing gloves (cortosis weave, +5 damage, dual gear with micro shield (+1 equipment to Reflex), 3700 cr), dark robes (treat as enlarged flight suit dual geared with all-temperature cloak dual and camouflage poncho, superior mastercraft, 6225 cr), modified earbud comlink (encypted, superior mastercraft; 4000 cr), utility belt (3 days food capsules, 3 medpacs, 3 power pack, 5 energy cells, 2 lightsaber energy cells, glowrod, liquid cable dispenser with grappling hook, power charger, aquata breather, personal multitool, mesh tape, 1455 cr), droidified 8-2A Medical Bundle (Treat Injury +12, 4200 cr), superior masterwork training materials (+2 equipment bonus on Use the Force checks to perform a Force regimen; a deep bowl and polished stone orb, extra training lightsaber, bag of 100 wax cylinders, bag of 3000 ball bearings; 6000 cr) 41630 credits spentTotal weight: 17 kg of 128 kg possible, and 64 is a heavy load.138,370 credits left on cred stick
as for your build, it looks ok. my only question is how would a cross-guard lightsaber duel geared with a guard shoto work from a nonmechanical standpoint
Quote from: khan strider on December 13, 2014, 07:04:53 pmas for your build, it looks ok. my only question is how would a cross-guard lightsaber duel geared with a guard shoto work from a nonmechanical standpointBasically, it's just got the extra tonfa handle on the opposite side of the hilt from the second lightsaber blade. I imagine it being wielded in two hands offensively by gripping the normal shaft, but then defensively holding the extra tonfa handle to gain the twirling action seen .
For lightsabers, no crystals from the Extremely Rare Crystals section (with the exception of the dantari crystal),
I like my heroes human, flawed and beatable. And failing every so often.
Bingo. Z33B, you really know where your towel is.
Quote from: khan strider on December 14, 2014, 01:22:49 pmFor lightsabers, no crystals from the Extremely Rare Crystals section (with the exception of the dantari crystal),Why would you allow dantari crystals, but not others?
Hi there! I figured I would volunteer to join up since this is still early in its planning stage. My dnd Pbp site has gone silent and I could use the chance to continue writing creatively. He'll I might even use the bothan I've been getting assistance with if the period fits. I'd love to play around with the Jedi Shadow material out there. It could also be a nice plot catalyst for you as GM. 10th level is a nice level to start with as well!
I might be into this game as well, will have to see how my new college schedule affects me first, but I'm looking at character concepts right now as well.
What are you looking at for depth of background? Obviously some generalized info make it easier to bring everyone together but I need to know just how far you plan on taking character development. I've gotten my build done and moved into equipment, but that can be effected by backstory ad well.Also where do you want these upon completion? Or do you prefer a PM for revie?