If you have an email ending in @hotmail.com, @live.com or @outlook.com (or any other Microsoft-related domain), please consider changing it to another email provider; Microsoft decided to instantly block the server's IP, so emails can't be sent to these addresses.
If you use an @yahoo.com email or any related Yahoo services, they have blocked us also due to "user complaints"
-UE
Comments
As for what I want out of you guys in terms of roleplaying, this is pretty much comprehensively it:
- Keep in mind what your character's knowledge limitations are as opposed to your own.
- In a chat client or forum, use quotation marks to signify character dialogue.
- Anachronistic language is fine, but keep exclusively regional stuff out of it ("jive" talk, heavily urban slang, essentially anything associated with a specific region or environment). For instance, "Dude" is decidedly un-Middle Ages, but that's fine because it's a modern, universally understood term in the Anglosphere. "Dingbat", on the other hand, is too Australian.
- Keep your character's broader characterisation in mind, but don't worry about 100% roleplay or anything.
- Keep it all reasonable. Humour's great and I encourage it, but keep it in context. One of my friends once roleplayed a black stereotype in Dark Heresy. It was amusing, but it didn't fit the setting. Not to mention it was horribly racist.
I guess, in short, I'd like to see the people I GM keep one foot in the setting most of the time.
^^ Riddle of Steel is a horrible game for loot, so I'm glad you're not after that kind of thing.
^ Noted.
So, we collectively like
- Puzzles and multi-PC obstacles.
- Interaction
- Trickery
so far.
I can work with this.
Unless it came back to bite him.
Why would a blacksmith be a hermit, if not for the fear of revealing unusual and frightening skills? The magic would also explain how a blacksmith could survive as a hermit without farming or much hunting. Furthermore, since magic ages a character in TRoS if not handled correctly, you could have it so the blacksmith hermit died before his time, forcing his adopted son to move out into the world.
Then he could develop his magic between the period of being shunned and when the rp starts, thus explaining why he is better with swords than magic (since he learned swords far sooner)
Also, everyone should get their hands on the rules. The book itself is rather rare, although online materials are pretty easy to find.
Well I guess what I wanted ended up being simpler than I thought, I just had some other ideas about how to deal with the drawbacks I'd deal with.
In any case, your skill packets would probably be Academic/Ritualist. Whether you're magical or not, it gives you some kind of understanding on the whole shebang.
If you're magical, I'd do it like this, probably:
A: Skills (Learned!)
B: Race (Human magician)
C: Social Class (High Freeman, which would justify you having the resources to pursue academics.)
Proficiencies (Enough to have decent magic, but at the cost of weapon skills -- fitting for an academic.)
E: Attributes (Enough to slam some decent mental statistics in, but not enough for good physical ones.)
F: Gifts and Flaws (Magic can make one mad quite easily, you know.)
Although you could mix up the last three.
Alternatively, if you're an unmagical outsider with an academic interest:
A: Skills (Learned!)
B: Social Class (Low Nobility.)
C: Gifts and Flaws (This is on the upper end of the scale, affording you some kind of free advantage.)
Attributes (Again, mostly for mental attributes.)
E: Proficiencies (Not a fighter, nor a magician.)
F: Race (Non-magical human.)
Is there someone they're genuinely, freely loyal to? Do they live by a moral code, or by what's convenient? What is their own, personal goal?
I'm imagining a character that is primarily passionate about his studies. He would have morals, but they wouldn't be especially strict, and I imagine that he'd end up bending them if presented with a good enough temptation.
I'll deal with it, though.
Part of the reason I wanted basic character builds first is so I can begin constructing scenarios that deal with the potential insanity of whatever builds you guys throw at me.
It's really your call. I wasn't intending to cater for a bunch of magic-users to begin with, but if you guys choose to go that way, then I've already got some ideas suitable for a party of magicians. While the design process is a little more challenging this way, I've also got the opportunity to play with different themes and possibilities.
It's probably better that I design scenarios for mostly mundane characters or mostly magical characters rather than an equally split party, anyway.
Some here have expressed that they want to look at the rules before finalising character creation or even character concept, though, so if those don't look at the rules themselves, then we'll get nowhere.
That said, I'd be willing to run an example of combat with someone.