SDMB RPG: The Rule of Three
Welcome to the setup thread for the SDMB play-by-post RPG: The rule of Three, in the vein of the illustrious Fighting Ignorants and the years-long SD LOTR. In this thread will be a brief description of the setting, character creation rules and a player roster and party organization discussion.
[ul][li]What is the Rule of Three (RoT)?[/ul][/li]RoT is the new play-by-post RPG campaign set to take place on the SDMB.
[ul][li]What RPG system will RoT be using?[/ul][/li]RoT will use White Wolf’s Storytelling System (see: World of Darkness, Vampire the Requiem, Mage the Awakening, Werewolf the Forsaken, etc) with a few small modifications as required by gameplay.
[ul][li]What kind of setting will the game take place in?[/ul][/li]RoT takes place in a low-magic medieval fantasy setting similar to that found in Warhammer Fantasy Battles, The Song of Ice and Fire, Dragon Age, etc.
[ul][li]What kind of schedule will the game have?[/ul][/li]To be determined by the players. Right now I’m aiming for the schedule that seemed to work quite well for What Exit?'s LOTR campaign: Two days deadline to hear from a player, with play progressing as soon as everyone’s moves are in (I hope people post at least once a day excepting occasional delays - while I understand if you can’t keep up with that, I’d appreciate only people who can expect to play regularly signing up).
[ul][li]How many players do you need?[/ul][/li]The ideal number of players is six. I’ve already got spots reserved, so we’ve got most of the party filled up at the time of this post. That being said I’d love to hear from you even if you don’t make it into the original party; you can help us by being a potential replacement player in case a starting player drops out.
Notes on available character archetypes:
In RoT the players will be taking on the roles of the last surviving members of the Faramond family (a fallen noble house) and their entourage. While the details of your character will be left up to you, all player characters will fall into one of four broad groups:
[ul][li]Faramond family nobles[/li]At least two members of the group will have to be Faramond nobles, though there is no limit to how many characters in the party can do this. Faramond family nobles can be of any age or gender (at least one must be male) and can be any type of characters you wish, though they’ll all have to have at least basic martial training.
[li]Non-Faramond nobles[/li]These will be knights that have pledged service to the Faramond house, either before or after its fall. If they did so before they’re likely to be older. If they did so after they’re likely to be members of a disgraced noble family (who else but a fallen noble house would accept their services?). These characters will be martial knights and must be male for setting reasons.
[li]Peasant servants/slaves[/li]This group has the most wiggle room. You can play anything from the family’s old quartermaster, their steward or even a cook, guard, stable boy, smith or maid. These characters can be of any age or gender. You don’t have to be a simple slave; if you’re interested in playing this type of character we’ll discuss things in PMs and I’ll give you more details.
[li]Peasant hirelings (mercenaries)[/li]This group, like non-Faramond nobles, has little wiggle room. Your character is a peasant mercenary in the employ of the Faramonds. You don’t have to be a simple thug; if you’re interested in playing this type of character we’ll discuss things in PMs and I’ll give you more details.[/ul]
The ideal party of six will have three Faramond nobles, a single non-Faramond noble, a peasant servant or slave and a peasant hireling.
Notes on magic:
[spoiler]RoT is a low-magic campaign. The average person in the game world will never see magic in their lifetime. Spellcasters are feared and treated with suspicion and occasionally outright hostility. No one knows why some people are born with inherent magical powers and others are not, but of course everyone has a theory. Due to magic’s relative rarity only a single character in the starting party will be allowed to be a spellcaster. A spellcaster character can be a member of any of the four main groups discussed above, though it is perhaps best suited for one of the two peasant groups.
I won’t be posting a public list of spells. If you play a spellcaster I’ll send you a PM with the list. Keep in mind that this is a low-magic setting and the power-level of the spells might not be what you’re expecting. Many of them are very weak compared to what you might be used to.[/spoiler]
Notes on gender:
RoT’s game world is not as sexist as actual medieval society, but gender roles still exist. Female nobles can’t continue their birth house’s line and for that reason at least one of the Faramond nobles must be male. While female characters can have martial training and indeed even surpass their male peers, women knights going around pledging their services to other noble houses simply don’t exist. While it would be highly unusual you may play a female mercenary (expect both that character and whichever Faramond noble is responsible for hiring her to take flak for this in-character). Perhaps the best way to play a female character would be for her to be the spellcaster of the group.
Notes on nobility:
If your character is a noble, even a disgraced one, he or she will be expected to behave in a certain way towards peasants. Your character doesn’t have to be a douchebag but democracy-loving hippie flower child nobles really aren’t appropriate to the setting. Sorry in advance if that’s what you were hoping to play.
Notes on the system:
[spoiler]For those unfamiliar with White Wolf’s Storytelling System, it uses 10-sided dice. Each die rolled has a 30% chance of success (8s, 9s and 10s are successes), with a 10% chance of critical success (10s are a success plus a reroll). Stats are measured on a scale of 0 to 5, with those stats being used to determine how many dice are rolled. For example, if I need to throw something to you I’d add my Dexterity (say, 2) and my Athletics skill (say, 1) together for a total of 3 dice. Now let’s say that it’s windy, imposing a -1 die penalty. So I’ve got a total of 2 dice. I roll both and score a 4 and an 8. That’s a single success, meaning my aim is on and I throw the object to you successfully.
Skill specialties give characters a single bonus die to related rolls. So if I had the skill specialty, Athletics: Throwing, I’d have rolled a total of 3 dice rather than 2 in my above example.
The mechanics aren’t too important. For the most part you can simply describe to me what you’re attempting to do and I’ll use the mechanics to guage your success. The next post will have a simplified character creation process for you to follow.[/spoiler]
In summary:
[ul]
[li]The story revolves around the now-defunct noble house Faramond.[/li][li]At least two of the characters must be Faramond family members.[/li][li]Only one of the characters can be a spellcaster.[/li][/ul]