Hello folks, I've
finally gotten around to getting this thing together to outline some of
the changes that are going to occur when we go to a mail format.
I'm also going to take the time to explain some of my variant rules that
I use. Hopefully it will give you an understanding about how I work
things and how things will work when we get this thing rolling in July.
So let's get into the mire that is POST CONLEGIUM.
The New Format:
As I said, there
will be some changes in the way things work... and even those changes may
not be permanent. Just like our "friends" at $P$, I will be tinkering
around with things until I get it to work well.
Narrations: In an effort to make this worthwhile, I'll be trying to keep the narrations to around 4 single-spaced typed pages. It will also give me some room to work with. If you haven't noticed, $P$'s little 6 "page" notes don't give much room for expression. So the new narrations should be a little more colorful and elaborate. I will also be working on getting everyone their own storyline. To keep interest up, I'm willing to give everyone something to do...even if it means me having to type my fingers off. Which I will probably do if everyone has to get their own personally crafted narration.
Maps: Unlike $p$'s restriction to narration only, I will be including maps of the immediate areas as well as the battle sites. Also, if I deem it important enough, I will use my limited artistic skills and include some illustrations of important things or places. I will probably not do people. It would be too embarrassing.
Replies:
My resident secretary has volunteered to enter each reply into a computer
file so that they can be included in the mailings. I was not intending
to do this initially, but I'll go with it for now.
Physically, the
replies should be a fairly detailed paragraph or two. Try not to
focus only on your immediate reactions -- please include any possible courses
of action that you might take in the next few minutes of "game time".
The more you give me to work with, the more time I can cover. Don't
these narrations that cover only 30 seconds or so and let you only do one
thing really get monotonous after awhile? Also, if you have something
that you don't want the others to know you are doing.... just write something
to that effect and I'll edit it out.
Time: Well,
since we won't have immediate response time like on $P$, I am going to
have to set some sort of due date on replies. I will place the date at
the top of each narration and it will include time for you to reply and
mail time. At present, I am padding this period because of our friends
in California. So for now, I am using a period of 25 days between
when I mail the narration and when the replies are due. Here is how
it is divided up.
Narration is mailed.
10 days for transit to you.
5 days to work on your reply.
10 days to get it back to me.
This may change by a few days after a narration or two. As I said, I've padded to insure the whole thing will work the first time. After that, we will see.
Inactive Characters:
At present, we have three characters being run as NPC's: Shardis,
Rumil and Durian. Doran and myself are trying to contact Durian as
he is out with equipment problems. Shardis and Rumil, however, left
some time ago and gave no rhyme or reason. I'd rather not run so
many NPC's and so if it is all right with everyone, I will be writing them
out at the most convenient moment.
Also, to bolster
your slightly reduced ranks, I have asked a friend of mine to join the
campaign -- that is if I get everyone's approval. Also, if there
is anyone that knows someone that might be interested in playing, they
are welcome to join -- again, after receiving everyone's approval.
The Travelling Ear: When you start moving through the towns and about more populated roadways, you'll have encounters with individuals, overhear conversations, hear town criers, and see publicly posted documents. Rather than write all of these into the narrations...because some of them will prove trivial... I'm going to include a sort of newspaper... that I am jokingly calling The Travelling Ear. I'll give you this info, where you got it, and how reliable the source appeared. As you can guess, all things that you hear are not always exactly true.
Illustrations: As you can see, Tracy/Doran was nice enough to let my use her drawing of Doran. If you have any artistic talent and would like to contribute, send them to me. It would liven up the narrations, which are likely to be almost all text.
Biographies:
At the beginning, I had everyone come up with a benefactor and a background
for their characters. I would like a more detailed version of this
for my own use. With your approval, I would change some things to
make it better fit in with my world and then include it in one of the narrations.
Wouldn't it make sense that this group of new friends would be telling
each other about themselves?
Likewise, I would
like a biography about the real you that I could put in with a mailing.
Just so you don't have any qualms about it, I'll go first. If you
have a real problem with the idea, you don't have to do it.
Addresses and
Phone Numbers: Since I have everyone's address, I was thinking of making
a mailing list for everyone. If no one has a problem with this, I
was wondering if I could include phone numbers. If you like the idea,
send your phone number with the first reply when we get the game running.
Variant Rules:
Since the beginning, I said that I was using my own variant rules in this campaign.... sort of an AD&D version 1.75. I figure it is time that I should explain some of these rules.
Character sheets: If you look at the sheets, you will notice that I have added some things and slightly modified a few others. I will be modifying and updating these sheets in the future. Seems I unintentionally left some stuff out, but then, how important are saving throws anyway? <BG>
HHF: This is near the top of the sheet. It is basically a measure of good/evil on a scale of -100 (You and the Devil are beer buddies.) to +100 (PaterOmni has you over for tea every week.) This number effects how clerical magic works on you (if you are a bad boy, that good priest's cure light isn't going to do too much) or how well you can cast a clerical spell. (If you are the archprelate that Cure light is likely to heal up to 24 points.) It has other similar effects on turning undead and the like. So, in other words, being very good can have its rewards. Oh, by the way, HHF stands for "Heaven or Hell Factor"...just in case you were wondering.
PER: Perception. This is an ability score that I added. It is sort of a measure of a person's power of observation, ability to put facts together, and that illusive sixth sense. I use it for things like determining if you noticed what was written on the sage's pad as you had a conversation with him.
Hitpoints: If you notice, everyone has more hitpoints than they should by the rules. First, I give out max hitpoints through 3rd level. There is nothing more irritating than a character that can be taken out with one good swing. Second, your average human/demihuman has 1d6 hitpoints. Why then shouldn't you get these hitpoints when you start your new profession? I say there is no reason, which is why everyone got an additional 6 hp right from the beginning. Besides, if you haven't noticed, I don't fight fair and you need all the help you can get.
Intelligence and
Magic: Just like high wisdom affects clerical magic, high intelligence
affects "normal" magic. I use the same table as I do for wisdom to
determine the number of extra spells. However, unlike a cleric, a
mage can only memorize those extra spells. He/she can only cast the
number allowed by his/her level. It allows a low-level mage a little
flexibility. Rather than having only one spell to rely on, they get
several options to use depending on the situation.
Miscellaneous:
Thieves and Pickpocketing: According to the rules, the victim only gets a 2% chance per level to detect whether he has been pickpocketed. Well, I changed that slightly. If the victim has the pickpockets skill, they get to add their skill percentage to that determination roll. If you know how, shouldn't you have more chance to tell if you have been robbed?
Weapons and specialization:Here I have gone overboard, but then, that's me. I allow up to 6 (yes, you read that right) levels of specialization. However, non-warrior types can only go up to 3 levels -- except for extenuating circumstances. Don't think of it as a simple allotting of proficiency slots. To get the higher levels takes time, effort, and a good deal of cash. However, as you can guess, it can be worth it.
Critical hits and disabling wounds: I use the critical hit/ critical fumble system. (Ie, If I roll a 20 the hit is critical and for double damage, if I roll a 1, something miserable happens.) If these hits are roughly 15-25% of total hitpoints, the victim has some sort of disabling wound. Presently, I am determining hit location by guess work, but I am working on a hit location table. That's why Cain and Father Martin were unable to walk after the orc battle in Narration 17. You see, unfortunately, my d20 has a nasty tendency to roll 20's and 1's. I'm thinking I may have to replace it. <sheepish grin>
Training:
I do not require that characters train for each level. However, each
time they acquire a new proficiency, spell level, or ability; they will
have to seek training from some appropriate trainer. This lends itself
to some interesting role-play as well as some "reality" to the game.
Note: I will not require that those spell using characters need training
for 2nd level spells. I'm feeling generous today. <SG>
Well, that's all the rules that I have really codified. If I ever get the rest really down rather than just instinctive rules, I'll be sure to give at least a little info about them.
See you at the mailbox,
ASHER
Authors Note: Originally, the campaign operated on the bulleting boards of Prodigy, but due to a change over to a per hour usage charge, the campaign changed to a Play by Mail Format. This document was an attempt by me to codify the system being used to play as well as educate the players to the fact that I wasn't just pulling a rabbit out of my hat with every narration. Of course as things are want, a great deal of this information has changed.