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Comments
Basically, combat works by electing three things (if attacking):
1. The target zone (head, leg, groin, whatever).
2. The strike angle (horizontal, vertical, diagonal).
3. The technique used (cut, thrust, Master Strike, ect.)
If defending, you simply elect your responsive technique. The dice take care of the rest.
So you might elect to throw a vertical strike at your adversary's head. In response, they might use the counter maneuver. That's all that has to happen verbally, and the rules and rolls will do the legwork.
Huh, the shape of the party is beginning to form.
- Archer (Everest)
-
SaberSwordswoman/Musketeer (Cygan)- Swordsman (Ica)
- Rogueish informant (INUH)
And then whatever characters the others are playing.
Furthermore, there are no classes. You combat skills are entirely separate from your non-combat skills. You could easily happen to be an academic who just happens to know how to swing a sword well, for instance, or a wilderness ranger who brings the word of God to outlying settlements while on pilgrimage himself.
In any case, there's no way this is happening before Christmas, and there's still a bunch of stuff to do before starting:
- Finalise characters.
- Discuss what your expectations are as players.
- Discuss what my expectations are as GM.
- Find a mutually-agreeable timeslot.
- Find/make a chatroom with dice rolls.
Let's do this :V
What do you mean about finalizing then? :V
Also, most participants haven't posted character sheets yet.
Well, as I'm on Nan's computer and not my laptop, I don't have the books and such on hand :V
Bump.