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 Post subject: [AD&D] Greyhawk Campaign
PostPosted: Sun Aug 14, 2016 9:18 pm 
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Joined: Apr 10, 2015
Posts: 175
Hello, hello! Are we in the mood for dungeon-delving? Cave spelunking? Monster slaying? Puzzle solving? Swag-grabbing? Potion quaffing? Backstabbing? Magic missiles? Meeting in a tavern to hear rumors and buy cheap (but not too cheap) ale? Gnome punting? Good! You've clicked on the right URL!
Post below if you wish to join.

(World info: viewtopic.php?f=25&t=15844 )

1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
D&D
An online "Basic" character sheet can be found at the Myth-Weavers site. This doesn't have displays for all the information, but if you fill one of those out and message me it'll give me enough to approve it or not. Mad Irishman has a better AD&D sheet here: http://www.mad-irishman.net/pubs/MI_ADn ... Record.pdf which you can print out and use for personal use if you so wish.

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
AD&D 1st edition - a rather simple edition of D&D (despite the use of the word 'advanced'), harking back to the nostalgic days of THAC0, save or die, and bringing a backup character sheet to games night!
The campaign will begin in the Village of Hommlett (AD&D Module T1), one of the most iconic first level modules in the history of roleplaying. From there the campaign is loosely planned out, and will hopefully take our heroes (or at least adventurers) through some of the most iconic and infamous AD&D modules ever typed up in Calibri 12!

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
I'll take up to ten characters (hey, it's AD&D...) and if we have room, each player may have a single alt (though the total would still be ten).

4. What's the gaming medium (NGA Forums, chat, e-mail etc.)?
The beloved forums

5. What is the characters' starting status (i.e. experience level)?
Characters will begin at first level.

6. How much gold or other starting funds will the characters begin with?
"Poorly mounted, badly equipped, and with no large sums of cash." You will have a starting sum of gold (3d6x10 for clerics, 5d4x10 for fighters, 2d4x10 for magic-users, 2d6x10 for thieves) with which you can buy whatever mundane equipment you wish - armor, 10' poles, weapons, 10' poles, gear, 10' poles, 10' poles... poles of between 9 and 11 feet in length... each character has a chance to also possess a minor magic item (most likely a potion, but perhaps a scroll and, rarely, a shiny bit of gear!).

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
Psionics shall be teleported to the Tomb of Horrors. Rez and repeat.
The bard class in AD&D isn't like the bard class in 3.5 - message me if you want that kind of bard, and we'll work something out.
I won't stop you from making monks, but...
No assassins.
I'd rather not have Oriental Adventures classes.
Other than that, all classes from the Unearthed Arcana and Player's Handbook manuals are fair game (fighter, paladin, ranger, cavalier, barbarian, druid, thief, cleric, thief-acrobat, magic-user, and illusionist). Any party works but I will say that every one of the four archetypes (F, C, M-U, T) will find a place in these annals.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
I'd prefer if we stuck to the vanilla races in the PHB.

9. By what method should Players generate their attributes/ability scores and Hit Points?
Use a 98 point buy system this will give you a base of 13 in all stats - this will be sufficient for point-heavy subclasses, and you can move around and redistribute points however you wish, as long as the maximum stays at 18 (not including racial modifiers) and the minimum at 3 (ditto).

10. Does your game use alignment? What are your restrictions, if so?
No evil. Everything else is fine (within class restrictions).

11. Do you allow multi-classing, or have any particular rules in regards to it?
Humans can dual-class, demi-humans can multi-class. It's a very common thing in AD&D. Bottom line: XP is split evenly between classes (you can't multiclass inside your own class, so no ranger/paladins, M-U/ilusionists, cleric/druids, etc.).

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
We use the AD&D system, which uses all polyhedral dice used in other D&D systems. Players will make their own checks, attacks, and so forth, though I may do secret rolls - detect secret doors, saving throws vs. charm person, and so forth.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Oh boy, let's see.
DEATH & DYING: When you drop to <0, you get a saving throw vs. death. If you fail, you MUST be healed to 0 by the start of your next turn or you are dead.
INITIATIVE: Each side rolls a d6 (I'll roll for both). The winner goes first. There are surprise rules as well, but you needn't bother your pretty little heads about those... yet.
LEVEL LIMITS FOR DEMI-HUMANS: Screw that, be what you want to be; don't let your dreams be dreams. Last round you said next turn and all that, take the +3 Initiative.
HIT POINTS: You start at maximum.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
You've answered the cry of a village in need of aid, so perhaps a reason for performing this mission (not necessarily selfless...). And, of course, any sort of backstory or roleplaying material is entertaining, interesting, and, above all, gives me raw materials with which to tailor this campaign to custom-fit you and make it that much more fun!

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
These adventures will contain a combination of the typical old-school combat slogging and slugging, subtle (or not so subtle) Gygaxian puzzles and riddles, and good old roleplay interactions - my rule is there is no NPC, no matter how 0-level-Gobliny, you cannot roleplay with.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Player's Handbook PDF: https://idiscepolidellamanticora.files. ... ndbook.pdf
Unearthed Arcana PDF: http://archmagev.com/1st_Ed/Rulebooks/2 ... Arcana.pdf


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