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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 12th, 2010, 10:27 am 
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I'll go ahead and drop out...taking a second glance at things, I doubt I'll have the time. Have fun anyway, guys!

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 12th, 2010, 2:33 pm 
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Aren't there short premade scenarios out there? For the people who may or may not have time, it could be good to just arrange those every so often with whoever can do them, and keep a full campaign going for the people with time.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 12th, 2010, 3:24 pm 
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Yeah, there are plenty of "short" (maybe three hours) scenarios, and most even come with premade characters (those without much experience should not attempt to make their own characters, especially if you need a higher-level character).

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 12th, 2010, 6:05 pm 
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I can help DM. But Bluecoat or someone needs to help me get all the technical stuff done...Like skype.


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 12th, 2010, 7:07 pm 
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Looking at the time this may take to play I am not sure I could do it. I wouldn't be free until around 8PM EST most nights and I start school the 30th of August so that will more or less kill my free time.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 14th, 2010, 6:43 pm 
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Strangely enough, I'll have MORE Free time when my school starts. :weird:

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 20th, 2010, 1:15 pm 
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Tahu 1000 wrote:
those without much experience should not attempt to make their own characters,


Do not listen to this. If you want to make your own character, do so and have fun with it. Do not make this a game where you try and "win" because the most fun is had with just being yourself and doing as you please. Don't fall into the trap of being too serious about it, the best parts of the game is where you make mistakes.


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 20th, 2010, 6:32 pm 
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Sorry if that was ambiguous; I was referring mostly, if not solely, to characters of a higher level (Epic and Paragon tiers in 4th, for example), where an inexperienced player is going to be overwhelmed by all the options. In my opinion, it's much better for new players to start at lower levels, the same as in RuneScape; you don't give a complete newbie a lv. 100+ character, some gold, and tell them to go PvP. They really won't like it.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 22nd, 2010, 4:37 am 
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So, I can like, DM. I'm picking up some premade scenarios from a friend this week, so in the next week or so I should be able to start hosting games. I do have a full campaign in mind, but I've never DMed before, so there'll be a few of these short ones before anything too fancy starts.

Muffin has expressed interest in aiding the DMing. He wants to design encounters and missions for me, presumably to torture you all with. He may or may not manage NPCs in game.

My schedule changes every few weeks but Mondays can pretty much be counted on for me. I have other nights available, however I'll have to announce them beforehand based on my current schedule.

IF ANYONE HAS ANY PROBLEMS WITH THIS, PLEASE STATE THEM.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 22nd, 2010, 6:13 pm 
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Monday nights are good for me, so long as we start after 8:00 EST or so.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 22nd, 2010, 6:57 pm 
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Monday nights 8 EST to approx. 12 EST sounds like it should be fine for me.


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 23rd, 2010, 4:35 pm 
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FOR EVERYONE INTERESTED IN PLAYING

I just got back from the comic store, and have a published adventure called "The Slaying Stone" for level 1 players. Tentative start date is Monday, but this is very subject to change. I would like to have between 4 and 7 players, but if we have 8, I can re-host this adventure on another night for a second group of 4 or more.

After this adventure is finished (it looks short), Muffin and I will be running a homemade campaign. Table rules are still up in the air, but will probably be the first order of business.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 23rd, 2010, 4:43 pm 
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Before we make characters, should we know anything about the setting, what's going to be allowed/disallowed?


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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 23rd, 2010, 4:56 pm 
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Thyker wrote:
Before we make characters, should we know anything about the setting, what's going to be allowed/disallowed?


This. If you can do it on just mondays, Blue, I'm down for that.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 23rd, 2010, 6:07 pm 
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Mondays are fine until school starts up again.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 23rd, 2010, 6:16 pm 
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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 23rd, 2010, 10:18 pm 
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Ok, level 1...I presume 4E? Count me in. I'm willing to whip up whatever the party needs (I can make a character in about half an hour). Core rules only, or is Forgotten Realms content allowed?

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 24th, 2010, 12:56 am 
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A few things:
1) Just checked the schedule at work, and due to some last minute stuff, they've penciled me in for Monday. I am available in afternoons this week though, until Wednsday. Good news is this should be the only Monday I'm working until my boss decides I've settled into my schedule too much and changes me. My apologies, but money pays for things.

2) I'm not too familiar with the contents of Forgotten Realms. I've seen it, I've flipped through it, but I don't know for sure what's in it. So my answer is, I don't know.

3) For character creation, whatever is in the character creator goes. I know that that new Shardflayer race or whateveritis might not be in there, but if you can get it uploaded, you can play it (that thing is freaking awesome). I don't know enough about what is overpowered and what isn't to outlaw anything yet.

As for the setting... I'm still working that out. I haven't decided to what degree I'll be working out of the books, even though I have an overarching campaign in mind. I've only read the core stuff and some of Divine Power, but I do have access to the rest of the books. Aside from getting me used to DMing this premade adventure is going to buy me some time to read those. I am going to be taking a few liberties with some of the lore.

This is what is established on my end:
The starting village (which won't crop up until after The Slaying Stone) is called Rune. It is a port town, so if you guys would like to do some pirate stuff you can, and if you want to do land stuff, that is available too. You guys will have to decide before hand and tell me though. It will be the base of operations (at least early in the game), and it will be full of mercenaries. This will help explain why you people are dropping in and out of adventures.

The campaign I have in mind will involve quite a few types of monsters, but I'll be going through the monster manual this week for ideas. I'll also be discussing that with Muffin, since he'll be doing a lot of the grunt work on that end. The only thing I can say with absolute certainty is to expect chromatic dragons at some point.

As this premade one moves along, I'll have more info to go off of. Because there's a lot of interest in this and changing schedules, players involved are going to level at the same rate. This means if somebody wants to join in later on when you all are level 7, that person is going to have to make a level 7 character. If there are a lot of players, I may do a separate group active within the same campaign, doing different things (but leveling differently... maybe. Haven't worked it out yet). Also, the Dungeon Master's guide said if I give double XP, then the campaign should last as long as the school year. Expect double XP.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 24th, 2010, 12:57 am 
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A few things:
1) Just checked the schedule at work, and due to some last minute stuff, they've penciled me in for Monday. I am available in afternoons this week though, until Wednsday. Good news is this should be the only Monday I'm working until my boss decides I've settled into my schedule too much and changes me. My apologies, but money pays for things.

2) I'm not too familiar with the contents of Forgotten Realms. I've seen it, I've flipped through it, but I don't know for sure what's in it. So my answer is, I don't know.

3) For character creation, whatever is in the character creator goes. I know that that new Shardflayer race or whateveritis might not be in there, but if you can get it uploaded, you can play it (that thing is freaking awesome). I don't know enough about what is overpowered and what isn't to outlaw anything yet.

As for the setting... I'm still working that out. I haven't decided to what degree I'll be working out of the books, even though I have an overarching campaign in mind. I've only read the core stuff and some of Divine Power, but I do have access to the rest of the books. Aside from getting me used to DMing this premade adventure is going to buy me some time to read those. I am going to be taking a few liberties with some of the lore.

This is what is established on my end:
The starting village (which won't crop up until after The Slaying Stone) is called Rune. It is a port town, so if you guys would like to do some pirate stuff you can, and if you want to do land stuff, that is available too. You guys will have to decide before hand and tell me though. It will be the base of operations (at least early in the game), and it will be full of mercenaries. This will help explain why you people are dropping in and out of adventures.

The campaign I have in mind will involve quite a few types of monsters, but I'll be going through the monster manual this week for ideas. I'll also be discussing that with Muffin, since he'll be doing a lot of the grunt work on that end. The only thing I can say with absolute certainty is to expect chromatic dragons at some point.

As this premade one moves along, I'll have more info to go off of. Because there's a lot of interest in this and changing schedules, players involved are going to level at the same rate. This means if somebody wants to join in later on when you all are level 7, that person is going to have to make a level 7 character. If there are a lot of players, I may do a separate group active within the same campaign, doing different things (but leveling differently... maybe. Haven't worked it out yet). Also, the Dungeon Master's guide said if I give double XP, then the campaign should last as long as the school year. Expect double XP.

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 Post subject: Re: THE MOST DANGEROUS D&D CAMPAIGN
PostPosted: July 24th, 2010, 8:25 am 
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Ok, I think I'll stick to core rules to make things simple.

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