Kasutaja Scott lisatud mängud

Scott

Kirjeldus

I've been GMing since 97 or so, cut my teeth on AD&D 1st ed. I go above and beyond for my players. I have Transformers, D20 Modern, Pathfinder 1e, Vampire the Masquerade (not 5th ed), Palladium Robotech (old), created d20 Modern version of Robotech.

Lauarollimäng (ttrpg)
Lauarollimäng (ttrpg)
VtM
Vampire: The Masquerade
Online
Kampaania
Vampire 20th anniv Chicago(DA disciplines)
Mängijaid
5/6
GM
1/1
Vampire: The Masquerade
en Inglise

Vampire 20th anniv Chicago(DA disciplines)

Homebrew Homebrew
Rollimängukeskne Rollimängukeskne
No politics of any kind: right, left, sexuality, real world religions, excessive feminism/whatever etc not allowed, if you have a need to make a fuss about that, you will be kicked out. It's perfectly fine to have those views, but don't bring them to the game (this is meant to be fun, social, intellectually challenging). If you have major psych problems that get in the way of simple social interaction (explosive outbursts etc) don't contact me. I do ask for telephone number just in case of you not showing up to game and you didn't tell me otherwise. Emergency stuff, like if you get sick or something. I do care about my players! I have been GMing since 1997 or so, cut my gaming teeth on AD&D first ed. I go above and beyond for my players. I am very adept at teaching, btw. This campaign is on Mondays at 6pm Central time Discord video chat, but we could change time/day if the other players are willing and able. Gimme a heads up the day before canceling a game, always be ready to play at least 75% of the game sessions. You gotta make the characters WITH MY DIRECT ASSISTANCE as I make sure they fit with the group and campaigns, plus I give out extra benefits. No twinks (must have absolute power immediately types), but I will assist you with the math to make a potent PC as possible. Lots of stupid puns and jokes. My campaigns tend to be accidentally lethal, and my NPC's tend to react within the bounds of their Intelligence scores, and ruthlessly so. I poke players into beefing up their defenses in the low levels (in between game sessions), and I am adept at teaching, I value intelligence and wisdom in a player. I have no problem with potent PC's, so long as they play well with others and make sense. I tend to be very helpful in between game sessions, giving as much relevant info as possible without spoiling the plot, with less info for veteran players. Quite military friendly, as my NPCs tend to react realistically and tactically. I am extremely good at teaching, not just game mechanics but also tactics, even interaction with fellow players. During game sessions, I play all my NPC's to the hilt, so if they are actively trying to kill your PC, that's how it is. I rarely fudge dice results, when I do it's for drama's sake, trying to make the game exciting and interesting. Vampire has difficult to make characters, as it demands more thought. However the game play dice mechanics/rules are easy as heck. The hard part is that it demands more forethought to play, because there's a lot of deceptive NPCs, including your own. It is oddly more ethical/moral than medieval fantasy games by far, even though you don't play a hero normally, and even though you're a vampire feeding on humans and aren't human yourself. It's darker I suppose, lots of intrigue and figuring out what is really going on. Kinda like watching Babylon 5 or Dune, you have to take notes to recall everything that could be vital later. A LOT less combat than medieval fantasy games! It's rare, but nasty when it does occur. Maturity is advised. The modern day core rulebook is the one you want to spend time reading for the lore, but dark ages will have the discipline dice mechanics. Also, the Book of Nod will feature in the campaign. VERY DETAILED homebrew campaign that can be changed if you do exactly the right things at the right time, you will want to take notes to refer to later on, no exaggeration. RIght now they are in late 1989, you will get their average xp to start with. You even get free generation if I can find a sire, an extra dot of disciplines, and 5 extra freebie plus 2 merits (Potent Aura, Common Sense/1 dot of Status). I give free Generation if you take from the official list. This can vary wildly based on what the two of us come up with (you dictate the parameters, I figure out how to make the mechanics do what you want and tell you about potential problems, and I pick out flaws so as to give you your own story arc). If you take from the Obscure list, you can buy your generation to 7th if you blow 6 background points on it.  Still gotta pick up Mentor for your sire, though.    I had to make tiny changes to V20 to make it simpler, faster. Like Celerity, Fortitude, Potence. Also I don't use crap like Awareness, Larceny, and I kept the damn Linguistics skill as it is needed. That kind of thing. I even have combat rounds with meaningful character speed when I gotta be aware of the local terrain/number of villains etc. The Giovanni I replaced with Cappadocians and Lamia, as the Giovanni were megalomaniacs and incompetent besides, plus they don't seem to be at all relevant to any setting. The Ravnos I replaced as being totally divorced from the rest of the game, they don't have any influence, and seem to exist solely for troublemaking players. So, they got booted in favor of the Salubri, who actually ARE useful. Finally, I outright replaced all Setites with Baali, the latter are a much better written, and much more competent version of the Setites' Lovecraftian "I wanna bring demons into the world" schtick.  I noticed that if you played the Sabbat as written, they'd be wiped out entirely by werewolves, human hunters, and the Camarilla long ago. Worse, if they somehow managed to survive, they'd be discovered as vampires by humanity BECAUSE of their silly anti masquerade antics. On top of that, eating one's elders is a bad idea. All the Sabbat had was neonates and super buff elders, nothing in between. That means their stated purpose was a shambles. I changed their purpose to (eliminating the focus on fighting clan founders) dominating humanity, making humans into slaves. The Black Hand has been subsumed into the Sabbat as a whole. Official list of clans/bloodlines you can take in Chicago compatible with the group as it is: Nosferatu (must take Dark Fate flaw), Toreador, Ventrue, Brujah, Gangrel(Sabbat), Malkavian, City Gangrel (Camarilla), Tzimisce, Gargoyle, Caitiff (Anarch typically), Assamite (Sabbat) Obscure list (you can take them if you want, but you won't have support from fellow clan members in Chicago): Salubri (Warrior and very Camarilla), True Brujah. Caitiff are interesting, I made them able to teach ANY discipline they learn; normally the 13 clans can only teach their clan disciplines. A Tzimisce who goes Camarilla eventually has huge story potential, and could aid the group extensively via Vicissitude 2, Koldunism (need a level 3 ritual late in the campaign), and Animalism to hose over werewolves and aid the party vs frenzy. A Tremere is possible, but you'd need to be a diehard Anarch (meaning the local Tremere want your keister dead). Got a Cappadocian (a hospital morgue doctor), Salubri (one healer(an FBI agent), one watcher (a homicide police detective), and Lasombra (an amateur boxer and criminal lawyer, he wants to go Camarilla), and the new player took a Lamia with clan access to Celerity as well, she's a former archaeology student. Don't need Auspex as we have too much already.  I also run Pathfinder 1e campaigns.

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Lauarollimäng (ttrpg)
Lauarollimäng (ttrpg)
PATH1E
Pathfinder 1
Online
Kampaania
Carrion Crown late game, then Iron Gods campaigns
Mängijaid
4/6
GM
1/1
Pathfinder 1
en Inglise

Carrion Crown late game, then Iron Gods campaigns

Algajasõbralik Algajasõbralik
Homebrew Homebrew
No politics of any kind: right, left, sexuality, real world religions, excessive feminism/whatever etc not allowed, if you have a need to make a fuss about that, you will be kicked out. It's perfectly fine to have those views, but don't bring them to the game (this is meant to be fun, social, intellectually challenging). If you have major psych problems that get in the way of simple social interaction (explosive outbursts etc) don't contact me. I do ask for telephone number just in case of you not showing up to game and you didn't tell me otherwise. Emergency stuff, like if you get sick or something. I do care about my players! Each new campaign, take a different class and role. PF1e tends to be combat focused, lots of teamwork, but there's puzzles, riddles, investigation too. I don't charge money, game time is Fridays at 6pm central. I have been GMing since 1997 or so, cut my gaming teeth on AD&D first ed. I go above and beyond for my players. This campaign is on Fridays at 6pm Central time Discord video chat, but we could change time/day if the other players are willing and able. Don't worry about the mechanics, they are a lot easier than most believe.  Right now we need someone to take over the 14th level elf wizard evoker admixture school variant, huge spell selection, and possibly one more of anything you can dream up within the confines of what classes I allow. We have a Ranger (archer), but the player is down for the count for medical reasons. We need that specific class filled first, but with Iron Gods you can pick what you want for the most part (you get first pick if possible since you are taking a hit by filling in a position in Carrion Crown), as only a few of the classes have been taken(unchained rogue, gunslinger, cleric, all 3 are female PCS but only one of them is run by a female player, just to show the sex attribute modifiers are actually useful and the new player is thinking up a melee warrior of some kind). Could use a Iron Gods Wizard/Technomancer off the top of my head. Gimme a heads up the day before canceling a game, always be ready to play at least 75% of the game sessions. You get high attributes (25 point buy), and max starting gold normally, but you gotta make the characters WITH MY DIRECT ASSISTANCE as I make sure they fit with the group and campaigns, plus I give out extra benefits.  For example, since Carrion Crown has lots of undead, don't do anything that imposes mental conditions, have really good saving throws. Iron Gods has much the same problem with robots, undead. I have a giant list of races available, some of which are androgynous, others exclusively male, others exclusively female. I instituted sexual dimorphism attribute modifiers to get players running more female characters, right now for example in Iron Gods we will have 3 female characters and likely one male, but played by players of either biological sex. Subtract 5 points from Strength for female characters, and add 2 points of Constitution, 2 points of Charisma, and 1 point of Wisdom. Please note that Elves, Drow, Gathlain, Ghoran, and Wyrwood are not subject to this ruling, so there is no difference mechanically between male or female characters for them. Interestingly, female characters are mathematically better for Oracles, Clerics (so long as you stay away from melee combat), Sorcerers, Psychics, Mesmerists, Gunslingers, Mediums, basically anyone that doesn’t need a decent Strength score, and could use the increased Constitution, Charisma, and a little bit of Wisdom. Yes, there are cheap ways to dramatically increase your carrying limits, I can show you. Skill based classes like the Rogue and Bard tend to be a mixed result, since a low Strength impacts carrying limits, Climb, Swim, and sometimes Intimidate. Male characters make better warrior types, so Fighters (melee and bows but not crossbows), Paladins, Samurai, Barbarians, Monks, Cavaliers, Inquisitors, Rangers tend to be male.  Banned Classes/Races Summoner (and Unchained version), Arcanist, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Swashbuckler, Warpriest (this is all of the Advanced Class Guide), Vigilante, Shifter, all mythic paths are banned permanently (broken ruleset). Half-elves, Half-orcs are banned permanently; they are too mechanically similar to humans and don’t make sense genetically. Note that I never allow 3rd party (non Paizo) material (unless I honestly think they are balanced and appropriate but you gotta ask first), and I do not allow material that I don’t have access to personally. The various animal-people races are banned UNLESS THE CAMPAIGN HAS EXEPTIONS FOR IT, like the Gunslinger, Ninja, Samurai, Antipaladin (evil aligned only), Assassin (evil aligned only) classes. For example, we are eventually gonna play Iron Gods, and you get access to alien guns so the Gunslinger is welcome, one player made one already.  Lots of stupid puns and jokes. My campaigns tend to be accidentally lethal (thought I do play villains to the hilt), and my NPC's tend to react within the bounds of their Intelligence scores, and ruthlessly so. I poke players into beefing up their defenses in the low levels (in between game sessions), I value intelligence and wisdom in a player. I have no problem with potent PC's, so long as they play well with others and make sense. I tend to be very helpful in between game sessions, giving as much relevant info as possible without spoiling the plot, with less info for veteran players. Quite military friendly, as my NPCs tend to react realistically and tactically. I am extremely good at teaching, not just game mechanics but also tactics, even interaction with fellow players. During game sessions, I play all my NPC's to the hilt, so if they are actively trying to kill your PC, that's how it is. I rarely fudge dice results, when I do it's for drama's sake, trying to make the game exciting and interesting. I won't run Rise of the Runelords since I just got done with that, ran the whole shebang and Karzoug was a disappointment as written.  These are the Pathfinder campaigns I have: Rise of the Runelords, Jade Regent, Shattered Star, Return of the Runelords, Reign of Winter, Mummy's Mask, Iron Gods, Curse of the Crimson Throne, Skull & Shackles, Hell's Rebels, Ruins of Azlant, Carrion Crown, Tyrant's Grasp, Strange Aeons. The difficult campaigns I have access to are Council of Thieves (3.5 have to adjust it), Giantslayer (kinda boring starting book 4 for the GM), Goblin adventure series (very short), Hell's Vengeance (evil aligned PCs), Kingmaker (3.5 have to adjust it), Second Darkness (3.5 have to adjust it). Only a few APs exist that I won't run period.  That’s not even counting the dungeon crawl classics adventure modules. Reign of Winter will let you see 18th level since I tacked on a module at the end, Carrion Crown only 15th, all other PF campaigns 17th. No gestalt classes, nothing outside the list below. These are the Pathfinder classes I use: Warriors: Unchained Barbarian, Unchained Monk, Paladin, Fighter, Ranger (and possibly Gunslinger, Samurai if the setting is right), Cavalier Skill Monkeys: Bard, Ranger, Unchained Rogue Divine casters: Druid, Cleric, Oracle, Inquisitor Arcane casters: Sorcerer, Wizard, Witch, Alchemist, Magus Psychics: Kineticist, Medium, Mesmerist, Occultist, Psychic, Spiritualist I also run vampire 20th anniversary edition too, got one seat left in that campaign.

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