May 13, 2019 6:24 pm
I want to try to keep it simple/general, but if you have any specific questions that I haven't addressed please ask.
Gameplay rules
1. Pacing: Please give people a decent amount of time to respond to your latest post (especially if they are directly mentioned in the post). Our "official" pace is 8 posts a week and I don't want to lose anyone in plot progression. We'll try to gauge how much time is needed as we go (especially with people in different time zones) so please give me (or the group) feedback if you feel like you missed a chance to say/do something.
2. Control: Related to pacing, please keep in mind that each person's character is under their player's control, so if you are going to do something that involves another character, don't write what that character does (or assume it would do). I know things have been a little abnormal with how the session 0 is running compared to how the campaign will run, but try to keep this point in mind.
3. Roleplaying: I think you've all gotten the idea, but to reiterate- I'd like your character to act with the knowledge that they should have (e.g. religion proficiency gets you any data with a religion spoiler. Similarly, if your class or character are mentioned by name). Some other stuff I'll put down in the "setting rules"
4. Homebrew/Unofficial rules: I play with a few optional/unofficial rules (e.g. exhaustion for not sleeping, flanking during battle, how certain skills get used). Unfortunately I'm not going to be able to list them all explicitly, because its hard for me to remember how I do certain things until the situation comes up. Feel free to ask here or in advance of doing something using the "ooc" tool, but if any egregious problems come up as a result, I'm open to retconning a few times until we've ironed out the kinks.
World Rules
1. Welcome to the Bronze Age! Technology is on par with what we had here on earth in one of the earliest periods of recorded history. This won't affect your weapons or armor (unless you meet someone with iron weapons, which we'll see if/how that happens), so just assume a short sword is 1d6 as usual etc, except that some weapons are less common; Heavy armor (Edit: I just meant plate, not all heavy armor), Crossbows, rapiers, and any two-handed weapons will be of note. Some other technologies are also considered rare (e.g. anything glass).
2. Magic: Wizards and clerics are not uncommon across the land and some places even depend on their magic to survive (e.g. Sarsur). The magic of bards is more secretive and most people don't know that some bards have magical abilities at all (outside of slight-of-hand parlor tricks). This means the wizard colleges are publicly known, while the bard colleges are mostly secret.
Most people are not familiar with how magic works or what the extent and limitations of spells are. For a player, this translates as follows- your character does't recognize spells outside of those available to him/her. Arcana proficiency allows your character to be familiar enough to recognize any spells under 3rd level, while any spells of a higher level require an arcana check (with increasing difficulty the higher the spell's level). Magic items rarity will follow the PHB/DMG standards, with a slight inclination for everything to be slightly more common perhaps.
3. Politics: There are some political maneuverings going on around you (some of which are described with the various cities in the lore dump). If your character is from a particular area, you can make an intelligence check to see if you know more about the goings on of that area (and with history proficiency you can make this check with proficiency, regardless of your origin). The most obvious facts that everyone knows- there is a constant tension between the Satrapies and the Independent Cities, which would have long ago resulted in the Satrapies crushing and incorporating them, if not for the constant internal tensions between the Satrapies. The Satrapies have a some shared religious/cultural practices and a very loose alliance in case some larger threat ever approaches.
Gameplay rules
1. Pacing: Please give people a decent amount of time to respond to your latest post (especially if they are directly mentioned in the post). Our "official" pace is 8 posts a week and I don't want to lose anyone in plot progression. We'll try to gauge how much time is needed as we go (especially with people in different time zones) so please give me (or the group) feedback if you feel like you missed a chance to say/do something.
2. Control: Related to pacing, please keep in mind that each person's character is under their player's control, so if you are going to do something that involves another character, don't write what that character does (or assume it would do). I know things have been a little abnormal with how the session 0 is running compared to how the campaign will run, but try to keep this point in mind.
3. Roleplaying: I think you've all gotten the idea, but to reiterate- I'd like your character to act with the knowledge that they should have (e.g. religion proficiency gets you any data with a religion spoiler. Similarly, if your class or character are mentioned by name). Some other stuff I'll put down in the "setting rules"
4. Homebrew/Unofficial rules: I play with a few optional/unofficial rules (e.g. exhaustion for not sleeping, flanking during battle, how certain skills get used). Unfortunately I'm not going to be able to list them all explicitly, because its hard for me to remember how I do certain things until the situation comes up. Feel free to ask here or in advance of doing something using the "ooc" tool, but if any egregious problems come up as a result, I'm open to retconning a few times until we've ironed out the kinks.
World Rules
1. Welcome to the Bronze Age! Technology is on par with what we had here on earth in one of the earliest periods of recorded history. This won't affect your weapons or armor (unless you meet someone with iron weapons, which we'll see if/how that happens), so just assume a short sword is 1d6 as usual etc, except that some weapons are less common; Heavy armor (Edit: I just meant plate, not all heavy armor), Crossbows, rapiers, and any two-handed weapons will be of note. Some other technologies are also considered rare (e.g. anything glass).
2. Magic: Wizards and clerics are not uncommon across the land and some places even depend on their magic to survive (e.g. Sarsur). The magic of bards is more secretive and most people don't know that some bards have magical abilities at all (outside of slight-of-hand parlor tricks). This means the wizard colleges are publicly known, while the bard colleges are mostly secret.
Most people are not familiar with how magic works or what the extent and limitations of spells are. For a player, this translates as follows- your character does't recognize spells outside of those available to him/her. Arcana proficiency allows your character to be familiar enough to recognize any spells under 3rd level, while any spells of a higher level require an arcana check (with increasing difficulty the higher the spell's level). Magic items rarity will follow the PHB/DMG standards, with a slight inclination for everything to be slightly more common perhaps.
3. Politics: There are some political maneuverings going on around you (some of which are described with the various cities in the lore dump). If your character is from a particular area, you can make an intelligence check to see if you know more about the goings on of that area (and with history proficiency you can make this check with proficiency, regardless of your origin). The most obvious facts that everyone knows- there is a constant tension between the Satrapies and the Independent Cities, which would have long ago resulted in the Satrapies crushing and incorporating them, if not for the constant internal tensions between the Satrapies. The Satrapies have a some shared religious/cultural practices and a very loose alliance in case some larger threat ever approaches.