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LIVE Pen and Paper Old School D&D... Any interest in playing?

You need to allow an hour at the start of the game for book keeping, recap from last session, and waiting for late players, which always happens. I'd say 4h minimum.
 
The only thing I would like to point out is the 2 hours max. Is that a hard cap on your time frame or to not over-extend the intro of the campaign? I mean I know I'd be game for a longer session :p
Still figuring out the whole thing. That's what this thread is for. I figure a 2hr cap per session is a ballpark figure so that if people have to go they can, if everyone wants to extend the session that is fine too.

Thanks for the input dire, we will try to find a good place to run it. Most of us that are interested are noobs so this is probably gonna be more of an intro game where we can see what works for us. Any help you can give will be much appreciated.

Edit: the time frame was just a guess by me. I'm up for a 4hr session or more.
 
An ideal group size is 4 to 6 people. More than that and it gets really bogged down.

I'd recommend using Pathfinder instead of regular 3.5e. Both are free, but Pathfinder has made some pretty good changes. Melee classes aren't as underpowered compared to magic ones, and everything is much more customizable. We should probably put it up to a vote, though.
 
An ideal group size is 4 to 6 people. More than that and it gets really bogged down.

I'd recommend using Pathfinder instead of regular 3.5e. Both are free, but Pathfinder has made some pretty good changes. Melee classes aren't as underpowered compared to magic ones, and everything is much more customizable. We should probably put it up to a vote, though.
I'd be game for reading about pathfinder and researching. I assume it's more of a tweaking of numbers and adjustments rather than an overhaul of 3.5, right?
 
Sort of. Characters have a lot of new capabilities, and some of the more cumbersome rules have been streamlined (like turning undead and grappling).

The most concise comparison of the two is in the Pathfinder Conversion Guide, a PDF you can download for free after you make an account on Paizo. I can also copy-&-paste a summary if you don't want to bother with that.

Some examples: Barbarians can fly into a rage for a total number of rounds per day, rather than times per day. They also get "rage powers" every other level that give them special capabilities while they're raging - a bite attack, scent, elemental damage, that sort of thing. Sorcerers get to pick a "bloodline," which is a really flavorful explanation for where their magic comes from. They get bonus spells and special abilities throughout the leveling process that are thematically tied to their bloodline. For example, an Aberrant sorcerer can summon tentacles or change shape, or a Fey sorcerer gradually becomes a faerie. All classes have an awesome and unique capstone ability at level 20.

EDIT: This forum post hits the high points.
 
So. I have "acquired" some PDF's. I am now going through and sorting through what I think would be good items to read for a pathfinder campaign. Others would have knowledge on what is really needed or not, but I'm a researcher. I read all that is available and compile according to my views. If anyone wants copies of my "compilation of PDF's", let me know. I'm configuring a dropbox as we speak.

Of course, this is based off of if we're doing Pathfinder.

Must-Haves
Character Sheet
Core Rulebook (4th printing)

Complimentary Reads
Bestiary
Ultimate Equpment
Ultimate Magic
Ultimate Combat
Advanced Race Guide
GameMastery Guide
 
Im sorry I never understood D&D what do you do? What is the point? Is the GM the leader? Can you die? Are you fighting each other? Are you talking in old english?


Cause all I know is cast magic missile into the darkness.



Roll the dice to see if I am drunk!
 
Ah man, I am a huge Pen and Paper player. I'd join you guys if I wasn't already DMing a game of Pathfinder every week.

Pathfinder's not my favorite, but it fixes quite a few of the clunky rules in 3.5 and overall, I enjoy it more. I'd definitely recommend it because it's free and online. Plus the website is pretty easy to use and search, so finding whatever information you need is usually pretty simple. Just don't let the new players get bogged down with all the options for their characters. The site has everything, even the third party stuff.
 
So. I have "acquired" some PDF's. I am now going through and sorting through what I think would be good items to read for a pathfinder campaign. Others would have knowledge on what is really needed or not, but I'm a researcher. I read all that is available and compile according to my views. If anyone wants copies of my "compilation of PDF's", let me know. I'm configuring a dropbox as we speak.

Of course, this is based off of if we're doing Pathfinder.

Must-Haves
Character Sheet
Core Rulebook (4th printing)

Complimentary Reads
Bestiary
Ultimate Equpment
Ultimate Magic
Ultimate Combat
Advanced Race Guide
GameMastery Guide

I think Pathfinder is the best "version" of D&D out there right now, so if you're looking for a decent system (that supports a fantasy setting) for beginners, that's a good place to start.
If you add me to the dropbox, I can provide even more material for you.
Your "Musta-Haves" are spot-on, by the way. They're really all you need for now (as a player), I'd save reading the other books for when you've gotten the hang of the core rules.

Aside from other virtual gametable solutions, I just recently stumbled over Roll20. It looks rather promising, maybe it's worth checking out.
 
If you add me to the dropbox, I can provide even more material for you.
I have waaaay more than that, just these are my starter compendium set that I'm focusing on :)

I mean, I have folders full of Adventure Modules, Adventure Paths, "Beginner Box", Bestiaries, Chronicles, Companions, Maps/MapPacks, and even printable mini's. lol
 
I think Pathfinder is the best "version" of D&D out there right now, so if you're looking for a decent system (that supports a fantasy setting) for beginners, that's a good place to start.
If you add me to the dropbox, I can provide even more material for you.
Your "Musta-Haves" are spot-on, by the way. They're really all you need for now (as a player), I'd save reading the other books for when you've gotten the hang of the core rules.

Aside from other virtual gametable solutions, I just recently stumbled over Roll20. It looks rather promising, maybe it's worth checking out.

Roll20 looks pretty cool but I seriously have NO idea what anyone is doing... Please someone explain D&D for someone who literally has NEVER played it but always found it intriguing.[DOUBLEPOST=1364505677,1364505643][/DOUBLEPOST]Oh btw FRAPS won't record screens. So you need a screen grab program like Xsplit to grab the screen in order to record it.
 
The Advanced Player's Guide also has several new classes and a lot of alternative class features. We should probably stick to what's offered in the Core Rulebook to keep things accessible for new players, but I'm prepared to approve outside options on a case-by-case basis if you want to go the extra mile.

Im sorry I never understood D&D what do you do? What is the point? Is the GM the leader? Can you die? Are you fighting each other? Are you talking in old english?

Players are responsible for creating a character, assuming its role, and adventuring for glory and profit. Everyone has a character sheet that represents what they're good at - whether they're fast, tough, or smart, what spells they can cast, whether they use swords or bows, how skilled they are at jumping or forging armor, that sort of thing. They cooperate in order to overcome obstacles presented by the GM, who sets the stage and gives the players enemies, allies, and scenery to interact with. As an analogy, if the players are the members of Arcanix, then the GM is the program of Guild Wars 2 itself.
 
The Advanced Player's Guide also has several new classes and a lot of alternative class features. We should probably stick to what's offered in the Core Rulebook to keep things accessible for new players, but I'm prepared to approve outside options on a case-by-case basis if you want to go the extra mile.



Players are responsible for creating a character, assuming its role, and adventuring for glory and profit. Everyone has a character sheet that represents what they're good at - whether they're fast, tough, or smart, what spells they can cast, whether they use swords or bows, how skilled they are at jumping or forging armor, that sort of thing. They cooperate in order to overcome obstacles presented by the GM, who sets the stage and gives the players enemies, allies, and scenery to interact with. As an analogy, if the players are the members of Arcanix, then the GM is the program of Guild Wars 2 itself.

Do you level up?
 
Yep. Every level (in Pathfinder, at least) you get more hit points, more skills, better attacks, and some special ability to play with. The specifics of these are determined by the class(es) you pick. For example, a Barbarian has a lot more health than a Wizard, but a Wizard adds new spells to his spellbook. Fight monsters, get loot and experience. It's also possible to get experience through non-combat accomplishments, like brokering a treaty or stealing an artifact. You can get up to level 20 in a normal game, but there are rules for "epic" levels in case you feel like killing a god.

Have you ever played Baldur's Gate, Icewind Dale, Planescape: Torment, Star Wars: Knights of the Old Republic, or something similar? If so, you've played D&D. It's just more freeform in pencil-&-paper form.
 
Yep. Every level (in Pathfinder, at least) you get more hit points, more skills, better attacks, and some special ability to play with. The specifics of these are determined by the class(es) you pick. For example, a Barbarian has a lot more health than a Wizard, but a Wizard adds new spells to his spellbook. Fight monsters, get loot and experience. It's also possible to get experience through non-combat accomplishments, like brokering a treaty or stealing an artifact. You can get up to level 20 in a normal game, but there are rules for "epic" levels in case you feel like killing a god.

Have you ever played Baldur's Gate, Icewind Dale, Planescape: Torment, Star Wars: Knights of the Old Republic, or something similar? If so, you've played D&D. It's just more freeform in pencil-&-paper form.

I have played none of those hahaha. :p

So Uhm can't the GM basically kill everyone whenever he/she wants?
 
Sure, if he's a bad GM.





It's possible to be an adversarial GM, trying to catch your players in traps or ruling against them in cruel or unfair ways. You can also be too accommodating, and dump a bunch of +5 weapons on them at level 1 so they can faceroll through the kingdom with no meaningful opposition. The Dungeon Master's Guide sets forth parameters to help you tailor the difficulty to your party's capabilities, although there's a small chance that you'll run into an "overpowering" encounter. Sometimes you have to know when to run.

On a scale of 1-10, where 1 is a pushover and 10 is a bastard, I'm usually in the 3-5 range. I learned how to play from a friend who was more of an 8 (9 on a bad day). I keep a notebook of all the characters who died inglorious deaths. One of them didn't earn a single point of experience.
 
Come to think of it, I imagine Tristan to be more of an indie "storygamer" than a classic role player. Something like "Don't Rest Your Head" - it's trippy enough to scratch that "Alice" itch.

Edit: The guy in the review says it's not suited for beginners, but I wouldn't agree with that. The rules are few and thus not hard to grasp, and I've played it with RPG newbies before without running into any problems.
 
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