- We meet Saturday nights once a month for the next year. I would prefer to use my place since we can get started a little earlier that way. I'm thinking about starting the first weekend in December.
- Standard races and classes. 3.5 rules
- bonus feat for all characters at first level: Sea Legs - +2 bonus on Shipboard Balance and Tumble Checks and +1 Bonus to Shipboard Initiative.
- To roll up characters we will be using a standard point buy system (pg 169 DMG)
- Maximum HP at first level and half max at each level afterwards. so... at level 2, a D6 class will automatically be 3+ Cha modifier. This rule and the last will help avoid unbalanced characters.
- We will be using the Stormwrack book, which, while out of print, can be easily downloaded here. Focus primarily on the rules associated with combat on board a sailing vessel. Please steer clear of reading up on the monsters, I may be using a few of those and would prefer to keep some surprises.
- Table rules to include: No electronic devices aloud at the table during play. This includes iPods, iPhones, laptops, etc. We use real dice and paper character sheets, and of course, books. Between the lot of us we have two copies of Stormwrack, so we shouldn't need more. No Television. Background music is aloud for mood. Courtesy should be payed to characters taking actions. Sidebar conversations are fine, but should not be disruptive. I may use a computer strictly as a DM screen and a source for the game, but will try to keep that to a minimum.
- XP bonuses will be awarded for back stories, strong character role play, (especially among the PCs.), cooperative gameplay strategies and even good table etiquette. For example of that, if we are all focused on the game and run into confusion on a rule, a cooperative resolution amongst all players will be rewarded.
- The story begins a month into a long voyage over the great sea. You will all be members of a crew that is on the verge of mutiny as weather is getting progressively erratic and the labor is severe. Crew members have been promised a handsome sum at the end of the voyage, but the harsh treatment by the second in command has led most to conclude that no reward is enough. It is known that the ship is transporting something rare and magical in addition to its usual cargo. A special task force of the king is aboard to guard the artifact. No one on the ship seems to know what the object is or what it is worth, but at least 2 attempts by crew to steal the item have ended in violent bloodshed. The guards know what they are guarding and won't be easily distracted from their mission. Your back story should include a reason why you have chosen to serve aboard this ship.
So, who's game? I'm open to thoughts on the above.