to how to steer a free form pbp game I recommend like a simple questioneer to fill out that looks like this made one that looks like this
use setup at people to see if they have stealth because people need to be careful in dimensional travel. possible result = +2 point for primary motivation people were stealthy enough
use test of faith at people because people need to have faith in what there doing. possible result = +1 point for secondary motivation
use setup at people to have insight to know what people need to know about the adventure or mission. Possible result = +2 for major expectation
use question at people to determine their perception because people need to understand what is going on to enjoy this. Possible result = +1 for having good perception on the minor expectation
use setup at people to determine if they are ready for the acrobatics of interdimensional travels. Possible result = +1 indicates that they are ready for unorthodox means of travels
use set at people to determine if they are ready to save the world. Possible result = -1 indicates that they did not see through your methodist bluffing because this is mainly just to have fun not need to save the world.
success by 6+ come from my fantasy world to play in this reality
success by 3-4 come from adventures in middle eath 5e.
success by 0-2 come from forgotten realms to this reality
or failure It would take me to long to try to explain so I wont :). Fourth dimension stuff.
The entry point of the river pass zone is marked by the sloping hill going north, the wilderlands is to the west. the river flows to the east along the other side of the pass. A flier A flier
decision branch
fight if win set internal variable room to 2
North set internal variable "room2" to 1
change mode "room" to 2
Zone
value = specified value 123... 2
The entry point of the river pass zone is marked by the sloping hill going north, the wilderlands is to the west. the river flows to the east along the other side of the pass.
In this campaign story there is three main quests to help out with building the story one of these three quests can be used as the basis for how ever many posts it takes a player to
create their idea for a beginning of the story. The first quest is called help get supplies and the second quest is called save guild leader and the third quest is called help king raid
the confusing thing is that the beginning of a persons story can start with any of the three quests and the middle can start with any of the three quests and the end can start with any
of the three quests. and then there is another story that I use to help add context for the entire story that is the goal to save someone you meet at the very beginning and throughout
the story by accomplishing making it to the raid with that person still alive they would be saved.
But this is not a simple story to be told with just words this is a dnd game here we need to figure out how to set this up within the rules of dnd so any advice is appreciated here how to do that I would just say lets keep it simple with the four main classes fighter cleric rogue wizard, and human dwarf elf hobbit races and starting at level 1. and id say lets try that and
see how it goes but i will listen to what others say before doing that because i might of missed something important.
The first post i made is like a door that gets opened where someone from a good or neutral or evil place, Can get through, But people wont know which place is coming through and what alignment they are.
The second post is like each individual room, That people go to, After going through the door. In the rooms they can go to is the engine that lets people leave a room, Or fight monsters and then the room would. Not have any monsters in there. When people are going to do something from a option, That isn't listed within the engine, It would change the variable to 3 in the room, And there would be, Some other code running what would, Either go on a path outside of the engine, Possibly to explore a place that the engine doesn't show people to, And using some of those quests from the third post, To help guide it might be a good idea. The basic idea is people can travel around the world, But if they want to go off the path they can do whatever they want. For example explore where theres no path and do quests, But the engine that explains how people can be there in the world is within the engine because rather than imput the code for the three different types of forces that can come through the door, I would just let it be that whoever is using the engine would be able to see the other people in the room rather than try to put extra code.
So just to overview there is a door that lets people in to this game from three different realms, And other than the person themself going in nobody knows the alignment of the places they're coming from. And theres each room in the mantle uses 3 conditional value's one to show possible options with monsters in the room to fight with using dnd. And one to show what options are available when the monsters have been defeated. And another option for going off the rails of the mantle and exploring through quests.
So for the quests there is three quests to help players find guidance in what to do, If they don't already have any idea what to do. And for the game there is 3 modes people can play, Adventuring mode, Fellowship mode, And journey mode. The player that does the most of any of the modes, Is who gets the favor of the beginning of the story, And rinse and repeat For the middle and the end. By gaining the favor of the beginning of the story, The player gets to tell the story of what has happened, So far in whatever way they want to convey it.
But back to the code people can use the three modes of play to add options, To any room that might not be available for people in just the default mode, Which seems a lot like, Good old exploration with the basic options, But I think it would be fair for people to make their own options or make their own rooms if they want and other people could use them, With the options they have or change to a different mode, If they want to make their own options.
oh yes i wanted to add this before but slipped my mind The idea of how there is something beyond the door that brings people in like what comes next kind of view of the next realm maybe its not so far from the players reach, We can try to think of a way to use the other side of the door as a place where audiences are held outside of the normal rules of the realm to add options perhaps to what can be done in the different modes of the audiences that happen there or in the 4th dimension what rules are made to be changed there to what people can do in the world like maybe a place to make homebrew rules that get set back in to place when the people go back in to the door to the reality being played in. and the times i would just expect people to return from that realm to the other side would be after each major quest gets completed I.E the beginning, the middle, the end.
I think this would be a fun game to play just with the idea that there is a other side of the door that who knows why people from different realms go through to get to
my campaign world but for the same reason after each of the three major quests are done (beginning, middle, and of the story are considered quests) one person from the
game who has done the most of the three modes of play (fellowship,adventure,journey) gets to go through the door and determine the way the story is told for what has happened
during the game. They also get to set a rule if they should decide to sacrifice a item to the world, I have been thinking about this and it makes sense because the rule that the player makes should have some reason that the item being sacrificed is deemed to be a proper power source that allows the rule to work in the world, for example in a story i did in another
game called storium ( i have since moved to dnd beyond ) the evil monster called zircus used to have the power to make any rule he wanted without even sacrificing items nobody knew how or why he could do it. Until the adventurers found a item in the world called the genies armata and that at least explained how zircus made rules without going to the other side of the door. but still without items thats still debatable if a genie could affect the rules without a power source but you get the idea. A rule can be made and a item sacrificed and that item would be put somewhere out in the world and the rule could be some kind of enhancement to a person's power and people in the world would see it like they became some kind of super powerful being when they came back from the other side of the door with no explaination for how powerful they are but then when they do a adventure to raid upon the city of the correspondng alignment of that person and find the item of their power source they can discover how to over rule the beings super powers. or if they do a fellowship there maybe they could find the item through more nicer means than from raiding. Or maybe they just doing a journey and find a item of power source along the way.
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to how to steer a free form pbp game I recommend like a simple questioneer to fill out that looks like this made one that looks like this
use setup at people to see if they have stealth because people need to be careful in dimensional travel. possible result = +2 point for primary motivation people were stealthy enough
use test of faith at people because people need to have faith in what there
doing. possible result = +1 point for secondary motivation
use setup at people to have insight to know what people need to know about the adventure or mission. Possible result = +2 for major expectation
use question at people to determine their perception because people need
to understand what is going on to enjoy this. Possible result = +1 for having good perception on the minor expectation
use setup at people to determine if they are ready for the acrobatics of interdimensional travels. Possible result = +1 indicates that they are ready for unorthodox means of travels
use set at people to determine if they are ready to save the world. Possible result = -1 indicates that they did not see through your methodist bluffing because this is mainly just to have fun not need to save the world.
success by 6+ come from my fantasy world to play in this reality
success by 3-4 come from adventures in middle eath 5e.
success by 0-2 come from forgotten realms to this reality
or failure It would take me to long to try to explain so I wont :). Fourth dimension stuff.
A Value condition branch with 3 variables
value = specified value 123... 1
The entry point of the river pass zone is marked by the sloping hill going
north, the wilderlands is to the west. the river flows to the east along the
other side of the pass.
A flier
A flier
decision branch
fight if win set internal variable room to 2
North set internal variable "room2" to 1
change mode "room" to 2
Zone
value = specified value 123... 2
The entry point of the river pass zone is marked by the sloping hill going
north, the wilderlands is to the west. the river flows to the east along the
other side of the pass.
decision branch
north
set internal variable "room2" to 1
change mode "room" to 2
zone
value = specified value 123... 3
Entering the fourth dimension :P
In this campaign story there is three main quests to help out with building the story one of these three quests can be used as the basis for how ever many posts it takes a player to
create their idea for a beginning of the story. The first quest is called help get supplies and the second quest is called save guild leader and the third quest is called help king raid
the confusing thing is that the beginning of a persons story can start with any of the three quests and the middle can start with any of the three quests and the end can start with any
of the three quests. and then there is another story that I use to help add context for the entire story that is the goal to save someone you meet at the very beginning and throughout
the story by accomplishing making it to the raid with that person still alive they would be saved.
But this is not a simple story to be told with just words this is a dnd game here we need to figure out how to set this up within the rules of dnd so any advice is appreciated here how to do that I would just say lets keep it simple with the four main classes fighter cleric rogue wizard, and human dwarf elf hobbit races and starting at level 1. and id say lets try that and
see how it goes but i will listen to what others say before doing that because i might of missed something important.
The first post i made is like a door that gets opened where someone from a good or neutral or evil place, Can get through, But people wont know which place is coming through and what alignment they are.
The second post is like each individual room, That people go to, After going through the door. In the rooms they can go to is the engine that lets people leave a room, Or fight monsters and then the room would. Not have any monsters in there. When people are going to do something from a option, That isn't listed within the engine, It would change the variable to 3 in the room, And there would be, Some other code running what would, Either go on a path outside of the engine, Possibly to explore a place that the engine doesn't show people to, And using some of those quests from the third post, To help guide it might be a good idea. The basic idea is people can travel around the world, But if they want to go off the path they can do whatever they want. For example explore where theres no path and do quests, But the engine that explains how people can be there in the world is within the engine because rather than imput the code for the three different types of forces that can come through the door, I would just let it be that whoever is using the engine would be able to see the other people in the room rather than try to put extra code.
So just to overview there is a door that lets people in to this game from three different realms, And other than the person themself going in nobody knows the alignment of the places they're coming from. And theres each room in the mantle uses 3 conditional value's one to show possible options with monsters in the room to fight with using dnd. And one to show what options are available when the monsters have been defeated. And another option for going off the rails of the mantle and exploring through quests.
So for the quests there is three quests to help players find guidance in what to do, If they don't already have any idea what to do. And for the game there is 3 modes people can play, Adventuring mode, Fellowship mode, And journey mode. The player that does the most of any of the modes, Is who gets the favor of the beginning of the story, And rinse and repeat For the middle and the end. By gaining the favor of the beginning of the story, The player gets to tell the story of what has happened, So far in whatever way they want to convey it.
But back to the code people can use the three modes of play to add options, To any room that might not be available for people in just the default mode, Which seems a lot like, Good old exploration with the basic options, But I think it would be fair for people to make their own options or make their own rooms if they want and other people could use them, With the options they have or change to a different mode, If they want to make their own options.
oh yes i wanted to add this before but slipped my mind The idea of how there is something beyond the door that brings people in like what comes next kind of view of the next realm maybe its not so far from the players reach, We can try to think of a way to use the other side of the door as a place where audiences are held outside of the normal rules of the realm to add options perhaps to what can be done in the different modes of the audiences that happen there or in the 4th dimension what rules are made to be changed there to what people can do in the world like maybe a place to make homebrew rules that get set back in to place when the people go back in to the door to the reality being played in. and the times i would just expect people to return from that realm to the other side would be after each major quest gets completed I.E the beginning, the middle, the end.
I think this would be a fun game to play just with the idea that there is a other side of the door that who knows why people from different realms go through to get to
my campaign world but for the same reason after each of the three major quests are done (beginning, middle, and of the story are considered quests) one person from the
game who has done the most of the three modes of play (fellowship,adventure,journey) gets to go through the door and determine the way the story is told for what has happened
during the game. They also get to set a rule if they should decide to sacrifice a item to the world, I have been thinking about this and it makes sense because the rule that the player makes should have some reason that the item being sacrificed is deemed to be a proper power source that allows the rule to work in the world, for example in a story i did in another
game called storium ( i have since moved to dnd beyond ) the evil monster called zircus used to have the power to make any rule he wanted without even sacrificing items nobody knew how or why he could do it. Until the adventurers found a item in the world called the genies armata and that at least explained how zircus made rules without going to the other side of the door. but still without items thats still debatable if a genie could affect the rules without a power source but you get the idea. A rule can be made and a item sacrificed and that item would be put somewhere out in the world and the rule could be some kind of enhancement to a person's power and people in the world would see it like they became some kind of super powerful being when they came back from the other side of the door with no explaination for how powerful they are but then when they do a adventure to raid upon the city of the correspondng alignment of that person and find the item of their power source they can discover how to over rule the beings super powers. or if they do a fellowship there maybe they could find the item through more nicer means than from raiding. Or maybe they just doing a journey and find a item of power source along the way.