Post by Danny on Apr 7, 2012 10:32:12 GMT -7
What you need to know to play
Edit: The character sheet for this game can be found Here!
The Game
I will be running Basic D&D with some house rules. The foundation of the game is the 1981 Moldvay/Cook rules, and I've peppered in stuff from all over.
The Setting
Sweetgrove is a walled township in the southernmost reaches of the Realm. The nearest settlement is at least two weeks away. Trade caravans come about once a month, many return the way they came, some press on along the old western road attempting to brave the dangers of the journey and cut a shorter path to Foundry City and Clayton Abbey.
More Info on the Town Itself
The game is exploration-driven and the characters will be exploring the region south of the Realm while based out of Sweetgrove. These uncivilized lands are filled with strange ruins from previous attempts at settlement and some things even older than that, in forgotten ages when the map stretched much further south than it does in the modern day. The player characters should be anyone with a sense of adventure!
Character Creation
All the B/X options are on the table. Fighter/Cleric/Thief/Magic User/Elf/Dwarf/Halfling, but thief will use a slightly different skill system that relies on d6 resolutions and generally allows for success more frequently than the core system. Characters will be created on the first day a player arrives(don't worry, it's pretty quick!) so it's easier to integrate the party. All characters are assumed to be members of the Sweetgrove Adventurer's Guild, a loose organization of adventurers who hold meetings in one of the back rooms of McGinty's Tavern.
Anything Else?
Sessions represent a single expedition each and characters are expected to make it back to town at the end of each. If the players aren't back in Sweetgrove by the end of our session time, it'll be assumed that they got back to town safely. This is mostly to allow for players with irregular schedules to still play, but it also helps for introducing new characters too! Players are assumed to be sharing any information on their expeditions with the rest of the Guild(unless the whole group states otherwise), whether by drunkenly bragging about their exploits or leaving words of wisdom/warning for others.
Edit: The character sheet for this game can be found Here!
The Game
I will be running Basic D&D with some house rules. The foundation of the game is the 1981 Moldvay/Cook rules, and I've peppered in stuff from all over.
The Setting
Sweetgrove is a walled township in the southernmost reaches of the Realm. The nearest settlement is at least two weeks away. Trade caravans come about once a month, many return the way they came, some press on along the old western road attempting to brave the dangers of the journey and cut a shorter path to Foundry City and Clayton Abbey.
More Info on the Town Itself
The game is exploration-driven and the characters will be exploring the region south of the Realm while based out of Sweetgrove. These uncivilized lands are filled with strange ruins from previous attempts at settlement and some things even older than that, in forgotten ages when the map stretched much further south than it does in the modern day. The player characters should be anyone with a sense of adventure!
Character Creation
All the B/X options are on the table. Fighter/Cleric/Thief/Magic User/Elf/Dwarf/Halfling, but thief will use a slightly different skill system that relies on d6 resolutions and generally allows for success more frequently than the core system. Characters will be created on the first day a player arrives(don't worry, it's pretty quick!) so it's easier to integrate the party. All characters are assumed to be members of the Sweetgrove Adventurer's Guild, a loose organization of adventurers who hold meetings in one of the back rooms of McGinty's Tavern.
Anything Else?
Sessions represent a single expedition each and characters are expected to make it back to town at the end of each. If the players aren't back in Sweetgrove by the end of our session time, it'll be assumed that they got back to town safely. This is mostly to allow for players with irregular schedules to still play, but it also helps for introducing new characters too! Players are assumed to be sharing any information on their expeditions with the rest of the Guild(unless the whole group states otherwise), whether by drunkenly bragging about their exploits or leaving words of wisdom/warning for others.