Talk:Qwixalted/Sunrise of the River Kingdoms

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Personal Prologues

I've written the broad story prologue that explains how we start in media res; but you guys should feel free to tie in your character through a personal prologue to explain how they got here. That would be cool!

--Aprogressivist 18:29, 22 December 2010 (UTC)


Hi guys, I figured we should discuss a few standards of etiquette so as to decide how best to work out this game.

It's usually impolite to god-mod and control other people's characters, but I figure that in a play-by-post context, in a wiki format, this isn't necessarily a bad thing if it doesn't go too far and drives the story forward. It can be hard to maintain the momentum of a story, so allowing liberties to be taken with our characters -- and indeed, with NPCs -- can be a good thing, as long as it is done in a spirit of good faith and generosity for the story.

So what I mean is, for example, when you're having a conversation with a NPC of mine, I don't mind you playing out the "other side" of the conversation, as long as it is done in the right spirit.

Sometimes, differences will arise about liberties taken, and that's fine -- this is a wiki, after all, so it makes it easy to edit things. :)

In that case, you should replace inappropriate stuff with a strikeout: like this.

For example:

I'm playing out a conversation between a PC and a NPC, as the Storyteller. Wanting to portray the NPC as particularly annoying and abrasive, I imply that the PC is losing his or her temper.

At the Seftarian ambassador's suggestion, Mithric turns to face him, furious, his voice raised and angry. "Exile? Are you out of your mind? Do you seek to offend me? My ancestors fought for this land! Fought and died! I will not run away!"

Chronicler decides he doesn't like this, so he strikes out the offending paragraph and replaces it so:

At the Seftarian ambassador's suggestion, Mithric turns to face him, furious, his voice raised and angry. "Exile? Are you out of your mind? Do you seek to offend me? My ancestors fought for this land! Fought and died! I will not run away!"

At the Seftarian ambassador's suggestion, Mithric turns to face him, coldly. Despite the anger he feels, he keeps his voice under control, calm and determined. "Flee into exile? Ambassador, please, when you return to your King, let him be under no illusion: I would rather die than run away. But I think he knows this already, and your 'offer' is intended only as an offense."

(Or maybe he even accepts exile and runs away, to reclaim his throne later! Who knows? It's your story as much as it is mine!)

P.S. That may or may not be a sneak preview, depending on how you guys play out Chapter 1 ;)

Anyway, a few basic ground rules:

0. Always sign in when you make a wiki-edit, so your edits are tracked by name.

1. Anyone is free to strike anything out and edit-replace it as they see fit.

2. But. As Storyteller, I reserve the right to remove material from the final edit. In other words, tidying up for clarity's sake is my job, and I don't want it confused by letting you guys take that on. Apart from minor typos and other such edits, you should never remove something without striking it out and letting me do the final editting.

(lemma) Unless it's your own material, of course. You're free to edit your own contributions as much as you want, naturally, although do everyone else if time has passed between edits.

3. If there's a disagreement about how a particular edit/paragraph should go, mediation is also my responsibility as Storyteller.

Hope everything is clear? Clear-ish? Don't hesitate to ask if you have any questions!

P.P.S. I'm not obsessing about Mithric, really. ;P He's just an easy hook to tie a lot of this on. I want everyone to get a fair shout in everything. --Aprogressivist 18:06, 22 December 2010 (UTC)

Chapter 1 Notes

I've divided chapter 1 into two "parts". Part A consists of the party on the walls, which includes the Sunrise Prince and anybody else who wants to be there. Part B consists of anyone who wants to be there; I think it would be cool for at least two PCs to be in Part B. Then we can use the unification of the party as the vehicle to drive Chapter 1. The idea of a small group of Celestials coming to the rescue and getting into the citadel despite there being an army in the way could be quite cool.

(Note: you don't have to fight your way through... there's other possible solutions too! Though if you want to start the slashing... be my guest!)

That being said, if no-one is interested in being in Part B, or if you think the narrative structure I am trying to impose just doesn't work, we'll just quietly drop that side and focus on a Council of War in part A. :)

--Aprogressivist 18:27, 22 December 2010 (UTC)

Out-of-Character Comments: Group A

Posted by Tywyll

Ok, I want Swordsinger to get another look at the army and figure out what details he can with normal vision. I'm probably going to try a Supernatural Occult Charm afterwards, but want to back that up with some info first.

Oh, and I realize I'm going to sound like a total noob but I noticed the dice we are rolling are d6... what counts as a success? I don't have my copy of the Quick Start handy and I guess I must have skimmed the dice part because I thought that used d10s just like the real game. :(

Posted by Daiklave

We use d6, with 4-5 counting as a single success and 6 as a double success.

Out-of-Character Comments: Group B

Belated Entries: Rolled Investigate (2d6) when meeting LGW and scored 3 successes. Used my own dice, as this was before the notice re: Invisible Castle.

I also expended a mote of Essence activating Supernatural (Athletics) to climb that tree at running speed while carrying a huge freaking sword in my hand :)

--Daiklave 14:15, 24 December 2010 (UTC)

Rolled War [1] for 3 successes. Added three details about Johr's army: a total of four Dynasts, one is a sorcerer, and there are soldiers heading into the woods for timbers for the Seftarian war machines.

--Daiklave 20:50, 24 December 2010 (UTC)

Looks good! As per your FPM, let's use these stats for the troops directly at hand:
12 Seasoned Troops
Initiative 2 Ability 3 Attack 8d PDV 4 Soak 3 Health 12
Factors in Light Armor/Shields (+1 Soak +1/-1 PDV, -2 Athletics) and Light Weapons (-1 Initiative, +1 Damage)
18 Average Troops
Initiative 1 Ability 2 Attack 8d PDV 2 Soak 1 Health 18
Factors in No Armor and Heavy Weapons (-1 Initiative and PDV, +2 Damage)
--Aprogressivist 13:34, 27 December 2010 (UTC)

Copper Jaguar waited for his Anima to reset to dormant while the sun set. Activated Tempest Blade Style (2 motes of Essence). Also made a Presence roll of 5d6 (I earned that +1 stunt bonus, by God!)earning one success [2] :(

Combat Rolls:[3] for Initiative, and [4] for the Melee (Overwhelming + Multiple) attack, which did 15 Health Levels of damage.

Anima Flaring at level three, spent 2E for Tempest Blade Style and 3E for Combo. Used anima to sanctify the dead for 1E. Stunted back 2E. Down a total of 4E.

House Rule by Aprogressivist: On a successful attack roll against Extras, the Multiple Charm adds automatic levels of Damage equal to the number of additional targets provided by the Charm.

--Daiklave 01:17, 27 December 2010 (UTC)

Saw an opportunity to address more of the story hooks that were mentioned before the game started, including our missing Eclipse Caste (Moonshadow), and providing an opportunity for Deathlord involvement.

--Daiklave 21:10, 30 December 2010 (UTC)