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Next Game: Sunday May 22nd

So, Sunday the 22nd. Does the day work? Should we start around 2 pm, or is there a better time to start? Let’s use this thread for purchases & item creation/sale, and a discussion about where we’re going. Ben kicked off with a great comment, questioning what our characters see as their next step. [Update: […]

So, Sunday the 22nd. Does the day work? Should we start around 2 pm, or is there a better time to start?

Let’s use this thread for purchases & item creation/sale, and a discussion about where we’re going. Ben kicked off with a great comment, questioning what our characters see as their next step.

[Update: We’ve already had our two weekends off– I deleted the reference to “what we’ll be up to”, since we’ve already done it. Also, I changed the date to bump it to the top.]

5 replies on “Next Game: Sunday May 22nd”

Works for me. Has anyone given thought to shopping? How about a unit name or logo? Where do our characters want to go with this game? I don’t have any real sense of where anyone’s character is trying to go. Goals, dreams, etc. Are we just mercs fighting ot make some $$, or do we have greater desires thatcould/should be played out in game?

Just thinking out loud, but I would like to see the game take some kind of direction for better or worse. I think the GM wouldn’t mind hearing these things either.

I’ve gone through & looked for stuff to shop for– I found a number of useful tricks & handy things (a few potions, several tools, etc.) and will probably bank about 2000 gp.

As far as where the game is going– you’re exactly right Ben. The Mercenary format was a good one to glue us together, but it doesn’t necessarily provide much of a route for the future. I’ve worked in some “more personal (to Kogor)” stuff, largely through answering “What was your last nightmare?” and the like.

There’s a lot of room for more personalization, though we run into the trouble of many people sitting on their hands while the active character does their thing.

For Kogor: He’s a guy who is interested in getting ahead; living up to family traditions. What we’ve already managed in game is already great in scope– enough to discharge that feeling of obligaton. For now, Kogor’s at loose ends– he came far faster than he expected and hasn’t picked a new goal yet.

PURCHASES (So far): Dust of Tracelessness [250 gp], Everburning Torch [110 gp], 5 Tindertwigs [5gp], Tanglefoot bag [50 gp], Potion of Jump [50 gp], Potion of Cure L. Wounds [50 gp], Potion of Cat’s Grace [300 gp]
TOTAL SPENT– 815 GP

I may also buy some alchemical stuff.

I have been thinking and, although the group has been together and killed things I don’t get the feeling that anyone is as familiar with his character, his goals and motivations, etc. as you were last game. I believe that a part of that is my fault because I have kept you so busy slaying things. I was hoping that you would get a sense of what your character was like and be able to translate that into the real “roleplaying aspect” of the game, but we really haven’t had much Roleplaying outside of slaughtering 10,482 orcs Perhaps a few days to walk around in town, to shop “in character” and a few more talking to the members of your mercenary employers will help. Below are a couple of questions that might help you focus. I promise if you will take the time to answer them I will take the time to work them into our game.
1)Describe your life up to now. your home, your family. What was your role in your family and why did you decide to run off? Was it wander lust, a bad experience at home, just an itch? Can you work telling this story into your time in the pub back in the Capitol?

2) You know where you came from, but can you describe your city or town that you came from. How were you accepted there? What caused you to decide to join a merc guild? Why journey umpty-three miles rather than join a local guild to help “save” your own town or city? Were you getting too “big” for your little area? Do you, like the Morman’s, have to spend a period of time on a mission?

3) Where do you see your character in 1 year’s time?

Answer these questions in as much detail as you want. The more detail you add the more it will help both of us flesh out your character and give us a focus for where you think you want your character to develop.

Sorry this is so late but I’ve been trying to figure out where things were headed and I couldn’t.

Jimdadfuzz

I’ve already done quite a bit of thinking about my character and her background — I usually do when putting one together (otherwise I wouldn’t have been a sorcerer, I would have gone where the random rolls led me). And those first couple of games, for me, were all about seeing how the group played (I’m new, remember?) and seeing if I needed to make some character adjustments. All in all, I’m having a great time and a little hack-n-slash is never a bad thing.

Draifen, who’s only over the past few years really come into her powers, actually had a good life in her village. Her parents and family are supportive, but they’re not half as exciting as her other elders — those who remember (or claim to remember) more of their draconic ways and the use of the power that flows through them.

Draifen heard the stories throughout her youth of the wonders her grandparents could do or had witnessed. She was spellbound (no pun intended) by the powers they described. And when she began to feel that power within herself, it only built upon her wonderlust.

Soon she decided to seek out more of her lost heritage. The village stories were all well and good, but there were no facts behind the fables. Draifen needed a good way to explore the wild lands as well as her heritage. The military was too rigid and the gypsies had no ambitions. A mercenary company fit in well. It presented the opportunity to travel, chances to see if the other races really were as inferior as she had been taught and a way to make money to stay on the road. Although she never thought she’d really become attached to anyone outside her village, her current companions are tolerable and even intriguing. And one among them often seems to want to be in touch with the ancient ones.

The adventure’s more than she had expected — so many deaths in such a short time. But her powers continue to grow and refine themselves. And with her ferret nearby she carries with her a piece of her homeland. But now the need to find out more about her heritage is growing stronger. Researching tomes has never been her style (mages need to study, but sorcerers can just take on the world) and the road remains open …

Kogor grew up on tales of his grandfather, for whom he’s named. We lived a quieter life, just outside of a medium sized town, on the land Grandpa had puchased with the booty of his mercenary years.

His father’s business was going to be handed down to his elder brother, so Kogor had no interest in “being second” his whole life. After a brief apprenticeship (marked more by his absences and wanderings than his presence), he left to join a mercenary guild.

Kogor chose to join this company because it’s the one that made his grandfather so wealthy. He dreaded the years of pike fighting that his grandpa always talked about, so he was pleasantly surprised by the independent commands that he’s been a part of.

Unfortunately, his success has been so grand that he can’t really imagine a day down the road, much less a year.

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