I want the upcoming campaign to be as easy to use as possible. I think I can set up the website so that you log in, and then can see your character sheet online. That way, when you check out the website from your vacation in Maui, you'll know what spells you've got, what's in your backpack, etc.
Does that sound like a feature you'd want? Is it something you'd use regularly enough that I should look into it further?
Wednesday, November 30, 2005
Jacob/Linnam asks about starting up his character, and while it'll be after Christmas before I'm able to offer sweet campaignin' action, any and all comers are welcome to start putting together characters now. If there's more you want to know about the campaign background, or you want some seed ideas, just let me know.
(If, contrary to expectations, I get more than a dozen responses from people that want to play, I'll have to cut down the size and/or restructure things.)
In keeping with Principle 1, all that is required for a new character is to send me a paragraph (or a few) describing who they are. Keep in mind that characters are essentially normal people with some exceptional aptitudes and vast potential. So if you say "Bjorn is a superhuman who is great at everything" what you'll get is a character who is above average in everything, but in practical terms not very much above average. If you want to be quick as a cat, say so. Insofar as I can from your description, I'll make sure my description (and internal rule details) are true to your character concept.
And I will take just about any character you want, with the following conditions: if you want to be someone that wouldn't be in a fantasy medieval-European style town, I leave it to you to come up with the backstory of why your alien cowboy (or whatever) is there and how they've managed to fit in, insofar as they have. Second, if you want to be the evil villain, or the king, or whatever, that's fine too -- but you'll probably have to accept that that character may not have daily interactions with everyone else. Furthermore, in the case of the king, you might have some very atypical to D&D situations to cope with. While in the case of the evil villain, you should come to terms with the fact that your character is not going to win in the long term, and is much likelier to come to a bad end than the "regular" player characters.
If you do want to try these funky character choices out, I further encourage you to take on several roles, from grunts to town guard captains, so that you'll have more interactions with the other players. I am more than happy to offer such "temporary roles" to people interested in a change of pace.
(If, contrary to expectations, I get more than a dozen responses from people that want to play, I'll have to cut down the size and/or restructure things.)
In keeping with Principle 1, all that is required for a new character is to send me a paragraph (or a few) describing who they are. Keep in mind that characters are essentially normal people with some exceptional aptitudes and vast potential. So if you say "Bjorn is a superhuman who is great at everything" what you'll get is a character who is above average in everything, but in practical terms not very much above average. If you want to be quick as a cat, say so. Insofar as I can from your description, I'll make sure my description (and internal rule details) are true to your character concept.
And I will take just about any character you want, with the following conditions: if you want to be someone that wouldn't be in a fantasy medieval-European style town, I leave it to you to come up with the backstory of why your alien cowboy (or whatever) is there and how they've managed to fit in, insofar as they have. Second, if you want to be the evil villain, or the king, or whatever, that's fine too -- but you'll probably have to accept that that character may not have daily interactions with everyone else. Furthermore, in the case of the king, you might have some very atypical to D&D situations to cope with. While in the case of the evil villain, you should come to terms with the fact that your character is not going to win in the long term, and is much likelier to come to a bad end than the "regular" player characters.
If you do want to try these funky character choices out, I further encourage you to take on several roles, from grunts to town guard captains, so that you'll have more interactions with the other players. I am more than happy to offer such "temporary roles" to people interested in a change of pace.
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