my self and another player Pangolin had wanted to play twins from the Thunder Blessing (gold dwarves). Rogue/Fighter types. they basically function as one rogue when working together. they both have rogue skills just not the same ones.
both of us are GMT-5
DM'ed fixed group


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*pelhikano
- Posts: 197
- Joined: Thu Jan 01, 1970 12:00 am
Alright, I'll add you both to the current list. For the final group consistence, I will probably preferably take the ones that answered the thread earliest, with those that came after jumping in if a position is free. I'd like to limit the number to about 4 since more than that gets very chaotic if you do any amount of talking.




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*pelhikano
- Posts: 197
- Joined: Thu Jan 01, 1970 12:00 am
No problem Pasha, I will add you to the list. This is sort of starting to turn into the "Half The Neverwinter Militia in Sigil" from the number of players, but thats cool hehe :) Might have a whole bunch of you guys, all hailing from NW pulled to Sigil during the scene I described and we can play on different times with different group constellations. That's also very nice.


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*pelhikano
- Posts: 197
- Joined: Thu Jan 01, 1970 12:00 am
Hm, since there's so many interested players now maybe it's best to change the concept slightly. I am keeping the theme of "young Neverwinter Militiamen/women accidentally ported to Sigil" but you can just choose whatever class you want to play freely, forget about the "4 archetypes" thing (ECL and alignment restrictions still apply though).
It's just a larger group of characters now and the DM'ed sessions are held with whoever players have time and want to play at the moment, while the rest of the characters not played by these players rest in the Inn or do something else meanwhile IC. I've seen how hard it is to get people from all over the world together at the same time, so maybe this is for the best because at least we get a game going at all and whoever turns up has a high chance to actually play rather than nothing happening because 2 of 4 are missing.
This means that things are a bit less fixed and potentially less "personal" because the playing group constellation keeps shifting, but then it also gives many more people the chance to play with DM attention. Who knows, maybe it's refreshing to get to know some of the other characters rather than having the same companions always. Maybe the characters can write journals on the forum so that the rest of the "Lost Militia" is informed how things are going.
If you're wondering what *I* personally get out of all this: a relatively homogeneous group of characters that I always know what they did before, so that I can tailor stuff that happens to them more exactly. I just enjoy things more if it's not a totally motley group of characters that just happen to be logged in at the time.
What do you all think? Does that still sound interesting? Or should I just make the completely fixed and static groups?
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PS:
The more I think about it I'd actually prefer this way, just due to the fact that scheduling will be easier/it's more likely that at least part of the player group can make it. I can post some fixed time where I will be there to DM, and any players that can make it will be the group of the day. I'd consider it *Very* unlikely that all 8 of the currently mentioned players turn up at the same time, but if they do, I'll have to bite the sour apple and DM anyway. :lol:
So, I hope you players find this interesting?
It's just a larger group of characters now and the DM'ed sessions are held with whoever players have time and want to play at the moment, while the rest of the characters not played by these players rest in the Inn or do something else meanwhile IC. I've seen how hard it is to get people from all over the world together at the same time, so maybe this is for the best because at least we get a game going at all and whoever turns up has a high chance to actually play rather than nothing happening because 2 of 4 are missing.
This means that things are a bit less fixed and potentially less "personal" because the playing group constellation keeps shifting, but then it also gives many more people the chance to play with DM attention. Who knows, maybe it's refreshing to get to know some of the other characters rather than having the same companions always. Maybe the characters can write journals on the forum so that the rest of the "Lost Militia" is informed how things are going.
If you're wondering what *I* personally get out of all this: a relatively homogeneous group of characters that I always know what they did before, so that I can tailor stuff that happens to them more exactly. I just enjoy things more if it's not a totally motley group of characters that just happen to be logged in at the time.
What do you all think? Does that still sound interesting? Or should I just make the completely fixed and static groups?
____________________________________
PS:
The more I think about it I'd actually prefer this way, just due to the fact that scheduling will be easier/it's more likely that at least part of the player group can make it. I can post some fixed time where I will be there to DM, and any players that can make it will be the group of the day. I'd consider it *Very* unlikely that all 8 of the currently mentioned players turn up at the same time, but if they do, I'll have to bite the sour apple and DM anyway. :lol:
So, I hope you players find this interesting?

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*Aidelynn
- Posts: 57
- Joined: Thu Jan 01, 1970 12:00 am
I think it will be fun, but as you have mentioned...8 is really too large a group to get any good RP done. Groups larger than 4 tend to either bog down or become like a competition for attention.
With previous groups, we have done something like what you suggested. Frezil the Rogue is "off camera" because he is off buying provisions or Brother Thann is spending 48 hours in fasting and prayer communing with his god. It works well, and helps ensure that you have enough people to fill the group.
With previous groups, we have done something like what you suggested. Frezil the Rogue is "off camera" because he is off buying provisions or Brother Thann is spending 48 hours in fasting and prayer communing with his god. It works well, and helps ensure that you have enough people to fill the group.

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*Raneguin
- Posts: 92
- Joined: Thu Jan 01, 1970 12:00 am
What you're describing from the not-as-fixed version of this is, essentially, the same as us playing on any PRC world where there's DM interaction, only you're limiting out origin and race selection possibilities.
Though, it is handy that you'll have them all with some commonality being all from the same place, which definitely makes it easier for you to tailor events and quests for these characters. Yes, it makes it easier for you, but it makes it a little constraining for us and takes out the very core of this, which was guaranteed DM love to develop characters.
I know first hand it can be intimidating to try and work with characters you're not that familiar with that have been created by players with large elaborate backstories (ie. Nastasia). I completely get that you don't want to muck things up, "handle it wrong", or make the characters take a path the players didn't intend. But, as far as my character's concerned her past is the only thing I have anything remotely concrete with (not completely concrete of course, there's a lot of blank spots). While there are things I would like to happen to her, there's nothing that I expect, or couldn't survive without.
So, maybe it's me, but I think your new idea at approaching this is sort of negating the very core of what you were aiming to put together with this idea. A different approach would be to have x people in one group, and y people in another... maybe even have another DM handle group y, while you take on group x. That way we can stay true to this idea the way it was intended without ending up with a massive 8 person group where everyone's trying to play big damn hero.
That's my 2 cents anyway.
Though, it is handy that you'll have them all with some commonality being all from the same place, which definitely makes it easier for you to tailor events and quests for these characters. Yes, it makes it easier for you, but it makes it a little constraining for us and takes out the very core of this, which was guaranteed DM love to develop characters.
I know first hand it can be intimidating to try and work with characters you're not that familiar with that have been created by players with large elaborate backstories (ie. Nastasia). I completely get that you don't want to muck things up, "handle it wrong", or make the characters take a path the players didn't intend. But, as far as my character's concerned her past is the only thing I have anything remotely concrete with (not completely concrete of course, there's a lot of blank spots). While there are things I would like to happen to her, there's nothing that I expect, or couldn't survive without.
So, maybe it's me, but I think your new idea at approaching this is sort of negating the very core of what you were aiming to put together with this idea. A different approach would be to have x people in one group, and y people in another... maybe even have another DM handle group y, while you take on group x. That way we can stay true to this idea the way it was intended without ending up with a massive 8 person group where everyone's trying to play big damn hero.
That's my 2 cents anyway.
