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Nice...well, take your time. Prepared GMs make for excellent adventures! My experience with unprepared GMs ranges from "Meh, could've been better" to "That sucked".I was studying the material last night a bit. It’s fun stuff and should be easy to run. I have all the supplemental adventures so I just have to put them on the map to make this a legit hex crawl. I’m just trying to decide how to kick it off and what kinds of magic items you might start with. I might be ready before the end of the weekend.
Never was that more true than with gamers.BTW, prepared to me means, you're comfortable running the first one or two scenarios and have a good idea of what the big picture is. After all, Sun Tzu said, "No battle plan survives contact with the enemy."
I usually am slightly over-prepared, which is probably exactly prepared enough. Basically, at the start, I want to get an idea of the whys and wherefores and get a nice big picture view. After that, I try not to prepare more than two sessions in advance. With PbP, it's even less intensive because you can take an hour or two to look up the correct answer.BTW, prepared to me means, you're comfortable running the first one or two scenarios and have a good idea of what the big picture is. After all, Sun Tzu said, "No battle plan survives contact with the enemy."
And that is the whole reason I love to run games. I usually experience more surprise as the GM than I do as a player.Never was that more true than with gamers.
I agree with one caveat. If someone sign up to play a game advertised as Against the WereHamsters of the Hidden Forest they should not get pissy about the game being at least initially focused on dealing with werehamsters in a forest. Session one should not have a player says lets go explore the Island of Giant Chickens instead. It's rude to the GM and players who signed up for werehamster forest goodness.I usually am slightly over-prepared, which is probably exactly prepared enough. Basically, at the start, I want to get an idea of the whys and wherefores and get a nice big picture view. After that, I try not to prepare more than two sessions in advance. With PbP, it's even less intensive because you can take an hour or two to look up the correct answer.
And that is the whole reason I love to run games. I usually experience more surprise as the GM than I do as a player.
Wait...I thought that nobody had read this adventure yet!Session one should not have a player says lets go explore the Island of Giant Chickens instead. It's rude to the GM and players who signed up for werehamster forest goodness.
I've been ignoring the occasional assfire for decades. Probably should have that looked at...Wait...I thought that nobody had read this adventure yet!
In all seriousness, I totally agree, but in this case I have nothing to worry about. Not only do I have a crack team of players, but initial events will definitely light fires under asses.
Sweet! Let's derail this before it starts! I already know where to get bit by a snake!I am working on a player guide, and many of you will be well-familiar with a big chunk of the material. The starting point for the adventure is precisely the same setting I am using for OSE/Stonehell. Obviously, that will change in short order, since it's not the purple planet. This is 95% cut and paste, so it's possible there are errors. And yes, Stonehell is still there.
On the thigh?I already know where to get bit by a snake!
Hey! That's my gig! Find your own way to get killed!Sweet! Let's derail this before it starts! I already know where to get bit by a snake!
When I cheat l, I cheat HARD! I'm stealing everything not bolted down. Especially ideas!Hey! That's my gig! Find your own way to get killed!
...so you're playing the Paladin, right?When I cheat l, I cheat HARD! I'm stealing everything not bolted down. Especially ideas!
This is DCC, so paladins are either self-righteous warriors or pugnacious clerics....so you're playing the Paladin, right?
Never forget the hidden third option.... assassin!This is DCC, so paladins are either self-righteous warriors or pugnacious clerics.
Holy assassins sound like a lot of fun. In DCC, assassins are considered to be chaotic thieves, but rules are made to be bent.Never forget the hidden third option.... assassin!
When I was a kid we had THAT GUY. You know the one who always has the character with the mysterious past. Usually he was an assassin disguised as something impossible (samurai, Wizard, Paladin). It got so predictable one time his character entered the bar in the first session, walked up to us and began to say something in a husky voice. That's as far as he got before every last one of us said 'I pull out my weapon and kill him"Holy assassins sound like a lot of fun. In DCC, assassins are considered to be chaotic thieves, but rules are made to be bent.
Yes, create your character with the starting funds as described in the rules. If you need more, let me know and I'll see if it makes sense. I'll almost certainly give you guys some non-OP magic items as well. I want to read the adventure a bit more before I do that.Do we get standard starting money for 4th level or a different amount.
That's a very good question. Let me think about that. I don't think this adventure was written for a big traditional gang with retainers, so I want to think about how to fit that in properly, if at all.Oooh, can I have retainers?
As for 1st level characters, or as for higher level (which only go up to 3rd)?Yes, create your character with the starting funds as described in the rules.
I had to check, but you're right that it only goes up to 3rd level. So to keep it simple, take the constant value of added coins in 3rd level, and double it. For instance, a Warrior gets (5d12 + 1500) GP if starting at 3rd level, so for 4th level start with (5d12 + 3000) GP. A fourth-level Cleric should start with (4d20 + 2600) GP, and the thief gets (3d10 + (6d6 x 100)) GP.As for 1st level characters, or as for higher level (which only go up to 3rd)?
Oooh, can I have retainers? Hopefully, the other 3 0 levels characters from here. I'll have two maids I that rescued from a life of boredom as farmer's daughters and a personal biographer. I figure I've been paying each of them 1 sp/day for a year to not fight but be in the general vicinity of danger. Plus cost of equipment.
I don't expect them to be that helpful but they could take care of mounts, set up tents, and fetch water.
I had to check, but you're right that it only goes up to 3rd level. So to keep it simple, take the constant value of added coins in 3rd level, and double it. For instance, a Warrior gets (5d12 + 1500) GP if starting at 3rd level, so for 4th level start with (5d12 + 3000) GP. A fourth-level Cleric should start with (4d20 + 2600) GP, and the thief gets (3d10 + (6d6 x 100)) GP.
I haven't even thought of what that would be for my new classes. Just default to the standard racial classes in that case, I suppose.
I'm afraid I'm not finding the spot in the rules where it talks about more than 5d12 CP for 0-level characters. Could us a bit of help - my Elf Ranger needs mithril!Yes, create your character with the starting funds as described in the rules. If you need more, let me know and I'll see if it makes sense. I'll almost certainly give you guys some non-OP magic items as well. I want to read the adventure a bit more before I do that.
One thing I'm settling on is that your characters just came back from an adventure. I haven't worked out all the details, but I'm thinking it's something that required a wilderness trek, so you should be fairly well-supplied for that. Do you see where I'm going with this?
Yeah about that, earlier I posted links to my workup sheet, and character sheet. I was expecting a smidgen of feedback if possible. Character: Wood ElfSimon Hogwood, Umbraldragon has you covered - p.70 in the core rules.
Just to update you all, I found some time today to do a bit more reading of the Purple Planet materials. There's a lot more to read than I remembered! I went through all the optional locations and side adventures (several published separately) and decided which ones to include and where to place them. I'm going to have to condense all the custom rules.
Next up, I'll figure out the details of retainers and magic items.
FYI, classes you've selected so far:
That's a good mix of classes already. You've got the fighter/thief/magic-user/cleric quarter covered, and frankly speaking, I think that's a good idea. Since you have the basics down, I'd say the rest of you have some freedom as to what you may choose. One thing to keep in mind is that only one halfling in a party may help the other party members with Luck, so another halfling goes partly to waste.
- Bunch: warrior
- Séadna: rune priest (i.e. dwarven cleric)
- Stan: gnome (i.e. halfling mage)
- Tulpa Girl: thief
- Umbraldragon, Voros, Simon Hogwood: TBD
I see, I had just been scanning visually through the thread so I missed that. I don’t have much feedback - it seems fine but I didn’t check your gear. I’m assuming those are paid for according to starting wealth as described upthread.Yeah about that, earlier I posted links to my workup sheet, and character sheet. I was expecting a smidgen of feedback if possible. Character: Wood Elf
Ahem...which player guide dost thou refer to sir?I see, I had just been scanning visually through the thread so I missed that. I don’t have much feedback - it seems fine but I didn’t check your gear. I’m assuming those are paid for according to starting wealth as described upthread.
As for being a wood elf, this setting has two elf societies: the noble elves of Nemuth who follow the Path of Grace, and various dark elf settlements in the wilderness. Dark elves are not necessarily bad but they have abandoned the Path of Grace and may worship gods or devils. Noble elves do not revere any gods.
It’s all in the player guide but don’t worry, you are not required to read that. It’s more for inspiration.