Avatar of ClocktowerEchos
  • Last Seen: 2 yrs ago
  • Joined: 9 yrs ago
  • Posts: 7442 (2.22 / day)
  • VMs: 27
  • Username history
    1. ClocktowerEchos 9 yrs ago

Status

Recent Statuses

2 yrs ago
Current I was gone for a lot longer than I thought >.>"
2 likes
2 yrs ago
Sorry for my absence! A Volunteering position suddenly turned into a Volunteer Leadership position I was not expecting at all so things have been hectic.
4 likes
2 yrs ago
Look at you posers, having to bang dragons or sell your soul for magic when you could just play a lute for some. Anyways, here's Wonderwall. - Bards
2 likes
2 yrs ago
Sometimes we live in a society. Other times, a society lives in us. Occasionally, society.
3 likes
2 yrs ago
I am fucking screaming. Why are there so many fucking MLMs posing as actual marketing/advertising agencies. Just give me an actual fucking job reeeeeeeee
2 likes

Bio

:D

Most Recent Posts

Another one is pulled back in. Welcome back!
@Jarl Coolgruuf Ooo that looks cool, can't wait to see her!
@rush99999 Would you allow me to play as a homebrew class? Namely ]the Warlord. I've allowed it in my own games irl and its basically like a secular Paladin focusing around buffing teammates.
I'm going to be real and say that I don't know any of the canon settings that well. I've always used homebrew settings personally so I don't fuck up actual lore

As for what kind of adventure, I would be fine with a straight forward A to B quest. No need to weave something like Game of Thrones with a ton of moving parts and intrigue between fifteen different peoples and factions.
@rush99999 If you want my advice, don't worry about controlling and making an entire world at first. I would say to get the hang of things, keep it simple. It can be a straight forward and linear dungeon crawl for everyone to get the hang of things. By keeping your scope limited you also limit how much things can go off beat or stray too far from your plan. Have a straight forward dungeon dive or similarly self contained somewhat isolated intro, see where that gets you and then you could expand from there.
@Zapdos I'm curious, would there be some sort of stat system or any sort of structured system to determine if attempts at actions work or would it be entirely free form? Like if someone were to build a hut, would they just build a hut in their post and then boom in the next one a hut would appear? Would the player know about a chance of failure or is that something that just happens based on GM decision?
More or less a random thought. I've always been a fan of games like the Guild 2 and various sort of town/business simulators and trading games plus I just remembered that Spice and Wolf exists. I remember trying to implement trade and trade goods into one of my irl D&D campaigns and that was a bit of a cluster fuck due to how wonky 5e's economy is but I still think it would be interesting. Does anyone have any ideas or suggestions on how to make it possible?

My initial idea would be something like the GM has a list of trade goods that have an average price and a list of places to buy and sell from. Each place would have their own price variations and maybe special events/rumors that can change the price of things as well as having their own specialty. The RP then would be the players travelling from place to place trying to get the best deals, pay off their stuff and not starve to death. Maybe with an added things of fighting off bandits or upgrading a truck/wagon.
<Snipped quote by ClocktowerEchos>

kinda hard due to IRL but still going


Don't worry, IC isn't starting this week, just the OOC
As a forever DM irl, I'd be willing to try my hand at PBP 5e.
Awesome, I'll see to getting an OOC up over the weekend (hopefully).

Still looking for one more person if possible, can't wait to see the sheets though!
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