03 October 2010

The New Game

After we got Jeff back from drill, we set out to roll up some characters. I intentionally kept the house-ruling to a minimum, using only the following modified rules:

Practically spartan by my standards! But I thought it would be important, since we're planning on trying out the Rotating DM Hat trick, where we each run a session or two and then switch out. Maybe more of a short arc for each DM, so that we accomplish something and then when the campaign reaches a natural lull (for example, after the dungeon's cleared we go back to town and rest up, invest in some real estate, fix our armor, and set our sights on the next goal; this would be an ideal time to switch up the DM and get some "fresh air" into our adventuring.) 

The DM hat. Singing optional.
But keeping houserules to a minimum is helpful when you're switching like that and is, as I understand it, one of the reasons that AD&D had such a strictly defined ruleset- it makes life easier when the default assumption is that you'll be taking your character from one world to the next with a minimum of translation. But there's no reason that a similarity of rules couldn't be contained by one group, especially with the world as murkily defined as it currently stands.

After all, there's nearly nothing defined about it except what will be defined during play, such as the fact that Tony decided to be a pseudo-Arabian cleric whose name translates into "Servant of the Protector", thereby indicating that there's A) A pseudo-Arabic culture and B) A Protector-Diety of some prominence in that culture. Depending on how the game goes, it could either be a Zoroastrian-style Protector versus the Defiler, or it could even be a polytheistic religion worshipping the Protector, the Mighty, the Sage, and so on as personified manifestations of human nature. Or maybe not. That's the fun of organic gameplay, if you ask me- it suits perfectly the players and the Dungeon Masters, since we're the ones making it up on the spot.

Let me introduce the current cast of players, as it stands:

We currently have myself as Dungeon Master, T. Hamingston as a desert nomad Cleric, Allison as a sage Wizard with powers of trickery and warfare, and a proud Samurai adventurer. It's shaping up to be a pretty good party. When I play, I think I might be a Dwarf or and Elf- despite my disdain for race-as-class (and not for the reasons you think, more than likely), they're useful and valuable allies in their own bailiwick. The Dwarf is a powerful warrior in his own right, hardy and capable and possessing of useful underground perceptions, and the Elf is both a fighting man and a scholar of the arcane arts, and has keen senses in his own right. We'll have to see, I suppose, before the dice are rolled and the die cast. Even the lowly Theif isn't out of the question!
What does this mean for the poor Aremorican Addendum? Well, the game will still go on, the next time Tony's girlfriend comes over, but it'll be totally separate, especially since they'll be my "guinea pig" group and then we'll have a much looser organization, with each rotating Dungeon Master bringing different ideas and specialties in the game. Like a Theives' World game, roleplayed. If you will.

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