Oct 26, 2018 10:18 pm
THE 'X' CARD
Sometimes roleplaying can take us into dark places or uncomfortable topics. And of course, everyone has different topics that make them feel uncomfortable. Fortunately, we are playing a WotC published adventure which is pretty tame, but you never know where the game will take us.
If you know certain topics distress you or make you uncomfortable, please let me know so I can avoid them. If, during the course of the adventure, something unexpectedly perturbs you, you can tell me and we'll stop that scene, no questions asked.
For me, I don't like roleplaying detailed romance or sex scenes. Flirtatious conversation is fine; erotica is not. I'll let you know if things get awkward for me.
PLAYING IN THE FORGOTTEN REALMS
If you're not a realms loremaster, no problem. Neither am I. If you contradict some FR lore or fact, I'm not concerned. Also, I'm not going to exhaustively adhere to cannon. Except for Erin Evans, I haven't read an FR novel since Homelands Dark Elf Trilogy (see, I didn't even get the book name right!). I'll stick to what's in this adventure and SCAG, and take creative liberties with everything else. So, don't be upset if the tavern on Julthoon street has a different name and menu than the one that Ed Greenwood said it did.
Also, playing in the Realms sometimes means standing alongside powerful NPCs. In some FR adventurers, you inevitably wonder why doesn't Elminster deal with the problem? I think this adventure does a better job than most to deal with this problem. They don't shy away from surrounding you with characters more powerful than you, but they do provide a rich space to carve out your own story. At least I think it does. Let me know if I succeed in bringing that out by the end.
PLAYING IN WATERDEEP
Waterdeep is a lawful city with a strong and competent city watch. Muderhobos won't last long here. A tavern brawl is fine, but if you kill somebody in that brawl, the city watch will try hard to track you down. Even the villains in Waterdeep exercise caution and restraint when operating in the city walls. Your characters don't have to be goody-two-shoes, but breaking the law can have consequences so prepare accordingly. It always pays to have money to bribe officials, or a favour from a major NPC to call in. Sometimes combat is unavoidable, but choose your fights carefully and remember you can always choose to do non-lethal damage. Also remember there are plenty of challenges in Waterdeep that can easily kill low level parties. Running away might be the best option.
CHARACTER DEATH
This is a real possibility in this module. If it happens, we will roll up a new character and try to bring them into the game as soon as possible. They will be at the same level as your previous character.
HOUSE RULES
Initiative: I'm always toying with initiative in PbP. Standard D&D initiative can be very slow in PbP, and side-based initiative can significantly increase or decrease the difficulty of an encounter. So, I'm going for something in between.
For the typical encounter, I'm going to have the monsters take 10 for intiative and add their dex mod. When players roll initiative, you will end up either go before them or after them (ties are decided by comparing dex). Players that go before the monsters can act in any order. Then the monsters all take their turns. Then the rest of the players can take their turn in any order.
If I have time, I will roll initiative for players to speed things up. That way, instead of the first day of a combat encounter be waiting for everyone's initiative rolls to come in, the first day of the fight can be people conducting their first turns. I will usually roll 6 d20's and assign the results in alphabetical order of the characters' names.
"Boss" fights might differ.
Playing Musical Instruments: you can substitute another attribute for charisma on performance checks provided that you appropriately describe your playing style to justify it.
Inspiration: Three rules:
1. You can use inspiration to reroll a d20 roll rather than give advantage to an upcoming roll.
2. Players have the authority to award each other inspiration to show appreciation for great posts.
3. Inspiration expires after you level up.
Quarterstaves: Count as Monk weapons.
Shield Master: You can shield bash before you attack.
I MIGHT ROLL YOUR DICE AND YOU CAN ROLL MINE
In some situations, I might roll on your behalf. For example, if an NPC casts a spell that forces a saving throw, I might just roll it for you so that the result is known immediately. Some players find this sacrilegious, but my experience in PbP so far is that people mostly don't care and appreciate the faster gameplay. If this bothers you, let me know.
Also, please feel free to roll NPC saving throws when something you do causes it. For example, if you cast Vicious Mockery, perform a shove action, or do an intimidation check, you can roll a d20 for the NPC. You may not know the correct modifier, but it helps me out if you've already rolled.
ABSENCES
The game posting frequency is 1 post per day. I'm generally less active on weekends than weekdays and might miss posts on the occasional Sunday. If you are going to be away for a day or longer, please let us know (if possible). I completely understand that life gets busy sometimes. I'm fine with running your character in combat, or if you prefer you can designate another player to run your character. I will refrain from using your resources and stick to attack actions and cantrips.
If I am away, I'll notify you ASAP. I'll mention right now that I will be taking 2 weeks off at the end of December and beginning of January.
Sometimes roleplaying can take us into dark places or uncomfortable topics. And of course, everyone has different topics that make them feel uncomfortable. Fortunately, we are playing a WotC published adventure which is pretty tame, but you never know where the game will take us.
If you know certain topics distress you or make you uncomfortable, please let me know so I can avoid them. If, during the course of the adventure, something unexpectedly perturbs you, you can tell me and we'll stop that scene, no questions asked.
For me, I don't like roleplaying detailed romance or sex scenes. Flirtatious conversation is fine; erotica is not. I'll let you know if things get awkward for me.
PLAYING IN THE FORGOTTEN REALMS
If you're not a realms loremaster, no problem. Neither am I. If you contradict some FR lore or fact, I'm not concerned. Also, I'm not going to exhaustively adhere to cannon. Except for Erin Evans, I haven't read an FR novel since Homelands Dark Elf Trilogy (see, I didn't even get the book name right!). I'll stick to what's in this adventure and SCAG, and take creative liberties with everything else. So, don't be upset if the tavern on Julthoon street has a different name and menu than the one that Ed Greenwood said it did.
Also, playing in the Realms sometimes means standing alongside powerful NPCs. In some FR adventurers, you inevitably wonder why doesn't Elminster deal with the problem? I think this adventure does a better job than most to deal with this problem. They don't shy away from surrounding you with characters more powerful than you, but they do provide a rich space to carve out your own story. At least I think it does. Let me know if I succeed in bringing that out by the end.
PLAYING IN WATERDEEP
Waterdeep is a lawful city with a strong and competent city watch. Muderhobos won't last long here. A tavern brawl is fine, but if you kill somebody in that brawl, the city watch will try hard to track you down. Even the villains in Waterdeep exercise caution and restraint when operating in the city walls. Your characters don't have to be goody-two-shoes, but breaking the law can have consequences so prepare accordingly. It always pays to have money to bribe officials, or a favour from a major NPC to call in. Sometimes combat is unavoidable, but choose your fights carefully and remember you can always choose to do non-lethal damage. Also remember there are plenty of challenges in Waterdeep that can easily kill low level parties. Running away might be the best option.
CHARACTER DEATH
This is a real possibility in this module. If it happens, we will roll up a new character and try to bring them into the game as soon as possible. They will be at the same level as your previous character.
HOUSE RULES
Initiative: I'm always toying with initiative in PbP. Standard D&D initiative can be very slow in PbP, and side-based initiative can significantly increase or decrease the difficulty of an encounter. So, I'm going for something in between.
For the typical encounter, I'm going to have the monsters take 10 for intiative and add their dex mod. When players roll initiative, you will end up either go before them or after them (ties are decided by comparing dex). Players that go before the monsters can act in any order. Then the monsters all take their turns. Then the rest of the players can take their turn in any order.
If I have time, I will roll initiative for players to speed things up. That way, instead of the first day of a combat encounter be waiting for everyone's initiative rolls to come in, the first day of the fight can be people conducting their first turns. I will usually roll 6 d20's and assign the results in alphabetical order of the characters' names.
"Boss" fights might differ.
Playing Musical Instruments: you can substitute another attribute for charisma on performance checks provided that you appropriately describe your playing style to justify it.
Inspiration: Three rules:
1. You can use inspiration to reroll a d20 roll rather than give advantage to an upcoming roll.
2. Players have the authority to award each other inspiration to show appreciation for great posts.
3. Inspiration expires after you level up.
Quarterstaves: Count as Monk weapons.
Shield Master: You can shield bash before you attack.
I MIGHT ROLL YOUR DICE AND YOU CAN ROLL MINE
In some situations, I might roll on your behalf. For example, if an NPC casts a spell that forces a saving throw, I might just roll it for you so that the result is known immediately. Some players find this sacrilegious, but my experience in PbP so far is that people mostly don't care and appreciate the faster gameplay. If this bothers you, let me know.
Also, please feel free to roll NPC saving throws when something you do causes it. For example, if you cast Vicious Mockery, perform a shove action, or do an intimidation check, you can roll a d20 for the NPC. You may not know the correct modifier, but it helps me out if you've already rolled.
ABSENCES
The game posting frequency is 1 post per day. I'm generally less active on weekends than weekdays and might miss posts on the occasional Sunday. If you are going to be away for a day or longer, please let us know (if possible). I completely understand that life gets busy sometimes. I'm fine with running your character in combat, or if you prefer you can designate another player to run your character. I will refrain from using your resources and stick to attack actions and cantrips.
If I am away, I'll notify you ASAP. I'll mention right now that I will be taking 2 weeks off at the end of December and beginning of January.