wurmspawn Game Master
     member is offline
![[avatar]](http://clubweb.interbaun.com/raball/images/Basic-Sector_22.jpg)
navel gazing to parallel dimensions
Joined: Sept 2004 Posts: 68 Location: 313 edmonton
|  | Starting an Adventure « Thread Started on Apr 7, 2007, 3:23pm » | |
Starting any adventure requires two basic things:
1. Setting the Scene 2. Choose/Create the Characters
If you wish to create an adventure to find other players, please read through this thread and create a new thread documenting all necessary information: -the scene -the ruleset to be used (d20, GURPS, Universalis, customized, etc) -how many players and the level of involvement expected
1. Setting the scene
Setting the scene is the basis for an adventure. The more defined the scene which is decided upon before starting play, the quicker you can get things going. It can also start with basic ideas and come into definition through play itself.
It can begin as simply as a goal statement: I want to kill hordes of monsters & demons in their territory or We want to play through the rise of a group of Youth through to respected hero status
The scene can also be broken down into its basic components: -What is the flavour/mood of the campaign? Light-hearted, serious drama, gritty violence, etc -The level of freedom allowed for both the players and the story teller (game master); constrained CRPG, open-ended with choice, or freeform collaborative story telling. -What roles the participants will take; is there a player and GM, or is the narration and play shared? -Specialized rules -et cetera
At the very least, you should choose a region in which to adventure in from (see mind map or geographical maps in world overview thread)
2. Choose/Create Characters
If you are using archetypes or pre-made characters, great, go play. If you need to create characters for the Shashnimyn world, please consider the following steps in addition to whatever ruleset you are going to use. If you are starting as a free-form narrative, answering these questions should be all you need to start playing.
1. Familial History 2. Race and Appearance 3. Physical Class 4. Magical Class 5. Career Choice 6. Starting Items
---
1. Familial History
-Where did your character grow up? -Are they still living there now or where are they? -What is the age of the character? -What was the size of the community? Was it a bustling city or a small tribe? -Does the player have any close relatives that will show up during play? Usually this takes the form of siblings, parents or teachers. -Does the character have any notable advantages or disadvantages?
2. Race and Appearance
From the homeland chosen above, your race and associated skills are as follows:
Rivers - swim, navigate Underwater - breathe water, swim Canyons - leap, climb Mountains Underground - mine, build Snow - survival, build Plains - ride, navigate Forest - track, leap Jungle - herbology, climb Desert - survival, hand to hand Sky - pilot, trade
These skills come free and at a higher level than if purchased initially.
3. Physical Class
If you have an idea of how your character performs physically, write it down. For example, you may wish them to be a hulking HtH brute, or lithe and whip-like, or a calm but precise martial artist. This class represents the physical status of your character and not just their hand to hand ability (HtH).
Strong, Fast, Agile, Tough, Sensitive, Disciplined
4. Magical Class
All Shashnimyn have some level of magical ability. Many of them are able to use it to enhance their own abilities rather than becoming full spell casters.
-Augment. body alteration and skills -Totem. animal summon or morphing -Runes. ritual and enchantment powers -Alchemy. temporary enchantments and modifications -Spell casting. lightning bolts n stuff, y'know?
5. Career Choice
Full time adventurers don't really get paid much, not enough to cover the insurance anyways. Career choices will provide starting skills & items and a way to earn income in the game. All of your typical careers are available, as well as some unique to the Shashnimyn culture.
Careers will usually fit into one or two of the SAPTIS system. (social/animal/physical/technical/intellectual/spiritual). Until the full lists are available, just choose the type of career you see your character performing.
6. Starting Items
Starting items will be determined as a combination of: -stature of community (history) -physical class -magical class -career choice -an additional pool. -each of the different choices made in the creation process can provide extra points for this additional pool to be used in purchasing.
Not all items are physical things. Some can be favours of important individuals (heroic or political) or privileges (access to restricted information/libraries, etc).
| The Shashnimyn Encyclopedia The first adventure, a coming of age trip and dungeon crawl |
|