Character and World Creation

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Dec 4, 2021 2:55 am
Bigvyner says:
... happy to be rescued near a bandit camp, or found trying to sneak into it myself.
That could be interesting. In this scenario, were you meant to come to the caravan and got sidetracked (possibly by religious commitments?), or was there no prior affiliation with the caravan? If none, we will need to manufacturer a reason for continued association after the rescue, but that is never hard.
Dec 5, 2021 10:46 am
vagueGM says:
Nanoka says:
... another magic user in play, having an enemy one might serve as a barometer for how the party feels ...
It does give Alycine something to compare to, and a view of how bad things can get. This implies she does not know, first-hand, about the negative reactions she is likely to get?
I think Alycine is well aware of the negative reactions magic usually gets and it's more of a "can I trust my current traveling companions to be understanding"
Quote:
In order to make the game work: We know (OOC) that the party will be accepting (enough) of her magic. This includes those NPCs we adventure with long-term (most fellow guards, for now, and any who persist after the guard-guest).
I suppose this probably answers my question.
Quote:
So, do you think Alycine would be using this to test the waters, out in the 'real world'?
An "evil" magic user could serve as a foil for her to witness the dangers of summoning abuse and hopefully not reach that state.
Dec 5, 2021 10:52 am
Nanoka says:
vagueGM says:
[quote]In order to make the game work: We know (OOC) that the party will be accepting (enough) of her magic. This includes those NPCs we adventure with long-term (most fellow guards, for now, and any who persist after the guard-guest).
I suppose this probably answers my question.
Alycine might not know yet that she will be accepted. And only the PCs really need to be accepting.

If you want to have the NPC guards or the merchant/captain have problems with you, just say so and we can make that happen. They higher up the chain this distrust goes, the more we will have to work to keep things together, but we can leave the caravan if need be.
Nanoka says:
... witness the dangers of summoning abuse and hopefully not reach that state.
Cool. Noted.
Dec 14, 2021 1:03 pm
Rolling some stats

Rolls

str - (2d6)

(25) = 7

dex - (2d6)

(61) = 7

con - (2d6)

(13) = 4

int - (2d6)

(35) = 8

wis - (2d6)

(56) = 11

cha - (2d6)

(26) = 8

Dec 14, 2021 8:35 pm
TheGenerator: Did you pay for your broom? If you want to take it for free, then we can add the 'fragile' tag to it and you accept the possibility of it breaking and forcing you to make a new one from time to time.
Dec 14, 2021 9:05 pm
Moving this here since it is more about the character than the player. :)
TheGenerator says:
Albert is at the camp already. He had recently been told to "shove off" and waited on the outskirts until he noticed the bandits leaving. The perfect time to give them a taste of their own medicine.
He'll probably be spotted while trying to make it out with some loot he just got from one of the tents. So the caravan would find him pretty much red handed, trying to loot the place.

I'm guessing that, with +2 wisdom, Albert would be able to tell that the caravan people are not part of the bandit crew when he sees them. Especially when he notices a familiar face.
TheGenerator says:
If it fits the timeline better, He can also try to sneak into the camp while the party is meeting Cook. Stumble upon them and be like "crap... I thought this place was gonna be empty"
Timing is a bit tricky. It is now sunset, the ambush happened this morning, so they probably had to leave last night, or very early morning. This only breaks the 'noticed them leaving' detail, since that was many hours ago.

It can have taken you time to get here after you noticed them on the road back? Or your arrival at an empty camp could be just coincidence?

It does not matter to us if you arrive before or after the crew (it is not the whole caravan, just a few volunteer guards (the PCs and maybe two or three NPCs?)). Whichever suits you better, we can do.

I don't mind, but is 'stealing' the best first impression? Maybe you are doing something else to the bandits stuff? They are also poor bandits without many resources (aside from the muscle you found useful before), so you might not have come here with the intent of looting. Your call.
Dec 14, 2021 9:32 pm
vagueGM says:
TheGenerator: Did you pay for your broom? If you want to take it for free, then we can add the 'fragile' tag to it and you accept the possibility of it breaking and forcing you to make a new one from time to time.
It's definitely an old broom, so fragile is fitting. I'm also going to add a dagger.
vagueGM says:
but is 'stealing' the best first impression? Maybe you are doing something else to the bandits stuff?
How about if it's stuff they "borrowed" from the bar in the past? Like mugs with the bar's name on it. Albert just came to get his stuff back. It's not about the stuff though... it's the principle of the thing.
Dec 14, 2021 9:44 pm
TheGenerator says:
It's definitely an old broom, so fragile is fitting.
Consider the broom free, even if it does act like a full-fledged weapon. Even a new broom would not hold up against a sword or axe for very long.
TheGenerator says:
How about if it's stuff they "borrowed" from the bar in the past? Like mugs with the bar's name on it. Albert just came to get his stuff back. It's not about the stuff though... it's the principle of the thing.
Sure, all that needs is a little recognition of Albert and that it is his bar's stuff. That takes the stigma out of the 'stealing in front of caravan guards' even if some of them might be a little stealy themselves (not naming names).

Did you bring the broom with you or find it here?

What was your bar called? Was it an inn as well? Would the others know it was destroyed or would this be devastating news to some of them?
Dec 14, 2021 10:09 pm
vagueGM says:

Consider the broom free
Thanks!
vagueGM says:

Did you bring the broom with you or find it here?

What was your bar called? Was it an inn as well? Would the others know it was destroyed or would this be devastating news to some of them?
Albert's bar was called "The Deer's Antlers" with, obviously, an antler as a symbol on the sign outside. It was only a bar, however staying the night for a small fee was possible. Either because they had already passed out, or they had nowhere else to go. There were no beds, anyone sleeping there would be on the floor or on a bench at best. They could get a makeshift pillow from the bar.

He managed to save a few bits and pieces from his ruined bar. The broom was one of them, although at that point it was pretty much just a stick. It has emotional value.
Dec 14, 2021 10:11 pm
Good stuff.
Dec 14, 2021 10:24 pm
If anyone wants to know the bar or Albert, I'll leave that up to them. I'll try to roll with what's thrown at me :)
Dec 14, 2021 10:44 pm
How did Albert avoid the cook (Cook) who remained at the camp, cooking, and the injured man left back at camp?
Dec 14, 2021 10:45 pm
By the way, paladintodd, I don't believe the others can see Cook's sheet, if you could set it to to visible, that would be useful.
Dec 14, 2021 10:51 pm
I guess that depends on how big of a camp it is. If it's not walled off and big enough not to immediately notice each other, that would be the simplest explanation.
If not, I'm fine with rolling for a sneak and possibly having to talk my way out of it.
Dec 14, 2021 10:54 pm
TheGenerator says:
... not walled off and big enough not to immediately notice each other, that would be the simplest explanation.
Sounds feasible.

We all have to meet up in the end, but I am not seeing clean ways to associate Albert with Cook other than via the other characters first.
Dec 14, 2021 10:58 pm
vagueGM says:
I am not seeing clean ways to associate Albert with Cook other than via the other characters first.
Cook might have overheard the bandits getting rid of Albert when he first showed up. That'll probably be the only interaction they've had.
Dec 14, 2021 11:03 pm
TheGenerator says:
Cook might have overheard the bandits getting rid of Albert when he first showed up. That'll probably be the only interaction they've had.
Sure, Cook would have seen Albert come in, begging, and seen him get tossed out.

Given Cook's tragic recent history he is unlikely to know Albert 'from before'.
But you could have met at the camp and formed a friendship?
Dec 16, 2021 10:57 am
I got a general RP question.
How far can I go in terms of assuming I would know about things.
As an example; Cook mentioned tending to a wounded bandit who has been moaning. Is this something I can just assume Albert would have heard while in the camp or is it best to always discuss this with with the party first?

I'm happy playing it quite loose and adjusting to what others say and do. Only discussing things in case of conflicting ideas.
Dec 16, 2021 11:31 am
It is always a balancing act, especially with PbP. If it seems reasonable to you that your character would know a thing, you can assume they do (possibly with a few words saying how they know).

In this case, we can assume Albert knows a bit about the camp --from being here before, or from watching for a few minutes-- so knowing about the injured man and the cook, and that they are (supposed to be) the only ones here at the moment, is completely reasonable and even expected.

While non-ideal, we can always go back and change things if they present a problem.

I find myself regularly using phrases like "There is no way your character would know this, but behind that door...". In these case I assume it is clear that your characters don't not know this. But, since I told the players, it is also reasonable for them to start taking precautions about that off-screen badness. Taking reasonable actions that would give the characters opportunities to learn about the impending doom is fine, having the character move to avoid the situation they don't know about is not. I seldom find this to be a problem
Dec 16, 2021 4:59 pm
TheGenerator: With your next post (or backfill it into an existing RP post) you will need to roll to determine your current HP, for you it is 1d6.

I am not, in any way, implying that you are going to need to know this piece or information soon. :)

These are just 'current HP', not a permanent MAX. Yes, by the rules getting healing can reduce your current HP (healing reveals you were worse off than you thought, rather than actually hurting you).
Bear in mind that +0 is average, so, while your bad lungs are fun, they are not mechanically enforced. Feel free to use them whenever they seem relevant, and we can bring them is reasons for consequences on 6-s, but you can also get fitter (without any need for mechanical change) as you get out in the fresh air.
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