Interrupting the planned flow of posts (was going to go over house rules).
Tomorrow will be session #5 of the Lost Baronies campaign. This afternoon I received an email from a player that is withdrawing from the game.
Because of how politely this was done, and how detailed the player's reasons are, I decided that it warranted a blog post.
No names or other details will be given, however this is the core of the email:
"I actually do not think I'll be playing in the campaign anymore . . . I do not like the game system . . . and I seem to have a different playing style than your usual group . . .I usually just want to fight stuff and solve mysteries . . . but they seem to want to role-play much more than I do. Thanks again for the invite and the hospitality!"
There was more to the email that wasn't focused on the campaign so it isn't relevant to this post.
That, OSR fans, is a mature and proper explanation of reasons for dropping out of the game. No beating around the bush, no trying to avoid hurting feelings, just complete honesty that really helps everyone understand what is happening.
I will miss the player being there and have indicated that the invitation remains in place should a change of mind happen.
And now back to our regularly scheduled mayhem . . .
Friday, July 1, 2011
Lost Baronies of Lendore Isle - Background before play
Been a busy week-plus since starting the blog so without further delay here's a rundown of the background before start of the first session on May 7th.
This is what was emailed to all of the players:
Lost Baronies of Lendore Isle
Character creation guidelines:
At the start of the campaign you will roll up two characters. Roll 3d6 in order for your stats.
If the average of the scores equals 11 or better keep the character. If the average is below 11, trash it and start again.
Once you determine the class appropriate for the stats as rolled you may reduce two stats by one point each to increase one prine requisite stat by one point. This is a one-time stat adjustment.
Money:
At the beginning of the campaign all characters begin with gold equal to twice their Charisma.
Wizards and Elves begin play with a spell book. Clerics begin with a holy symbol.
In addition, for the original group of characters there is a writ for funds in the name of the Ten Islands Trading Syndicate equal to 100 gold that the party will have available, upon arrival upon Lendore Isle, that can be cashed in with anyone willing to accept it. (This only applies to the starting group of characters. All others joining after May 7th 2011 follow the guidelines above thise one.)
The reason for such poverty is simple - need motivates. Also, for the original group . . .
When you set out on your journey to Lendore Isle to explore, survey, and take census of the island's remaining baronies, there were 4 ships in your convoy. The plan was to sail southeast of the island to hopefully avoid pirates reported operating to the north, and to make your way around to the city of Loreltarma on the northeast peninsula.
A freak storm split the convoy sending ships in all directions. The ship you were booked on has arrived off shore from a fishing town on the southeast peninsula of the island. The captain of the Sodden Wench has put all passengers off at Restenford because "with a breach the size of a sow's rump just above the waterline and another storm coming, I have no wish to sink, nor swim". The ship your supplies were booked on, Harlot's Due, is nowhere known at the present time.
Ten Islands Trading Syndicate is a "consortium of mercantile and other interests". You have been hired to explore the island reporting on what you find, especially regarding what baronies, cities, and towns you find, and to seek wealth, artifacts, and determine where new nobility might be able to lay claim. This is a strict confidence, not to be bandied about. Some on the island, and off, might take umbrage.
Word is that those who do well may be given choice appointments and even become enobled.
Note: individual characters may be given additional motivations at start of play.
Four players were able to make it to the May 7th starting session. Their 8 starting characters covered the races and classes completely. They were:
Samson a cleric, Tok a halfling, Seamus a thief, Pedro a cleric, Rowena a magic user, Elanna an elf, Fred Stone a dwarf, Meira a fighter.
Next post will go over house rules.
This is what was emailed to all of the players:
Lost Baronies of Lendore Isle
Character creation guidelines:
At the start of the campaign you will roll up two characters. Roll 3d6 in order for your stats.
If the average of the scores equals 11 or better keep the character. If the average is below 11, trash it and start again.
Once you determine the class appropriate for the stats as rolled you may reduce two stats by one point each to increase one prine requisite stat by one point. This is a one-time stat adjustment.
Money:
At the beginning of the campaign all characters begin with gold equal to twice their Charisma.
Wizards and Elves begin play with a spell book. Clerics begin with a holy symbol.
In addition, for the original group of characters there is a writ for funds in the name of the Ten Islands Trading Syndicate equal to 100 gold that the party will have available, upon arrival upon Lendore Isle, that can be cashed in with anyone willing to accept it. (This only applies to the starting group of characters. All others joining after May 7th 2011 follow the guidelines above thise one.)
The reason for such poverty is simple - need motivates. Also, for the original group . . .
When you set out on your journey to Lendore Isle to explore, survey, and take census of the island's remaining baronies, there were 4 ships in your convoy. The plan was to sail southeast of the island to hopefully avoid pirates reported operating to the north, and to make your way around to the city of Loreltarma on the northeast peninsula.
A freak storm split the convoy sending ships in all directions. The ship you were booked on has arrived off shore from a fishing town on the southeast peninsula of the island. The captain of the Sodden Wench has put all passengers off at Restenford because "with a breach the size of a sow's rump just above the waterline and another storm coming, I have no wish to sink, nor swim". The ship your supplies were booked on, Harlot's Due, is nowhere known at the present time.
Ten Islands Trading Syndicate is a "consortium of mercantile and other interests". You have been hired to explore the island reporting on what you find, especially regarding what baronies, cities, and towns you find, and to seek wealth, artifacts, and determine where new nobility might be able to lay claim. This is a strict confidence, not to be bandied about. Some on the island, and off, might take umbrage.
Word is that those who do well may be given choice appointments and even become enobled.
Note: individual characters may be given additional motivations at start of play.
Four players were able to make it to the May 7th starting session. Their 8 starting characters covered the races and classes completely. They were:
Samson a cleric, Tok a halfling, Seamus a thief, Pedro a cleric, Rowena a magic user, Elanna an elf, Fred Stone a dwarf, Meira a fighter.
Next post will go over house rules.
Monday, June 20, 2011
Coming Home
It feels like I barely left.
I started playing Dungeons and Dragons in 1981 with the Moldvay and Cook basic and expert boxed sets.
Over the next 30 years (has it really been that long?) each edition of Dungeons and Dragons has had its turn at my table, but always my thoughts drifted back to my first . . .
There's something magical about your first. Your first girlfriend, first car, first baseball game, you name it, your first is a moment of discovery and wonder.
Even the negative firsts can later prove fascinating when looking back. Your first dead character might seem briefly traumatic, yet later many of us old schoolers look back on that moment fondly often with laughter.
I suspect that the so-named Old School Renaissance is for many of us an attempt to recapture that magic and with it our enjoyment of the hobby we have loved for so long a time. Things have changed in the game. Not all of it is bad, so you won't see me engaging in acts of edition warring on this blog. In fact, you're more likely to see me talk about adapting things from later editions for use in my current and future old-school games. So yes, I'm trying to find that special sense of wonder from my original experiences and turn it up to eleven.
I started playing Dungeons and Dragons in 1981 with the Moldvay and Cook basic and expert boxed sets.
Over the next 30 years (has it really been that long?) each edition of Dungeons and Dragons has had its turn at my table, but always my thoughts drifted back to my first . . .
There's something magical about your first. Your first girlfriend, first car, first baseball game, you name it, your first is a moment of discovery and wonder.
Even the negative firsts can later prove fascinating when looking back. Your first dead character might seem briefly traumatic, yet later many of us old schoolers look back on that moment fondly often with laughter.
I suspect that the so-named Old School Renaissance is for many of us an attempt to recapture that magic and with it our enjoyment of the hobby we have loved for so long a time. Things have changed in the game. Not all of it is bad, so you won't see me engaging in acts of edition warring on this blog. In fact, you're more likely to see me talk about adapting things from later editions for use in my current and future old-school games. So yes, I'm trying to find that special sense of wonder from my original experiences and turn it up to eleven.
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