What are your thoughts on this, and do you think it could be a fun pbp?
I think that a lot depends on the player's rp ability and their expectations going in. The rules as given, while similar to 5e in many regards, depart significantly to get at the the Destiny feel. A lot would have to end up being at the DM's discretion in terms of of terrain, cover, enemy behaviors, and so on. Similarly, depending on what era the actual story is taking place, the game could have you fighting anything from Taken (i.e, post Oryx's arrival in system) to Iron Lords (Pre-D1) to other races not yet explored in the Destiny Universe. You could be exploring new planets, building a base on earth, or even hurtling beyond the solar system. I guess I am saying that the story would need to be collaborative, the RP intense, the combat as smooth as possible, the narration on point, and the lore crossovers on a nerd-god level.
Having played Destiny since it came out (not all expansions, sadly) I am certainly a fan of the series, and was already a big sci-fi fan before I even knew what Halo was. I've been interested in this project since I found out about it, and they released the player's handbook for their game a few months ago.
But yeah, since you have taken the time to read this post, I imagine you are at least curious. So am I. Feel free to drop an opinion on whether or not putting together a pbp for a Destiny-themed game, by the rules developed over at Dungeons and Destiny, is a good idea, too hard, novel, old-fashioned, ambitious, or whatever. Who knows what might come next? If interest is sufficient, I might be willing to try to DM this, though, as I have already outlined, it will be a bit more challenging than a normal pbp.
Cool! 2 is probably enough for an easy start - do you guys have any ideas about how to begin? I have an idea that would allow us to gradually introduce the new gameplay mechanics and whatnot, as well as giving some fun story stuff. However, I want this to be pretty transparent until the game begins. Would you guys rather play something that is more mechanical (The Vanguard hands you a mission to go do, and we figure things out from there) or story based (your ghost resurrects you - now what). Would you rather have a sandbox with tools to play around in, build your own guns and armor, and explore a world of unknowns, or would you rather be given set instructions, with clear steps for progression?
Personally, I prefer a good story game. Mechanical games, while initially interesting, can run stale after a while. Plus, with story games, you have a better chance of being immersed into the world.
I'd also argue that a sandbox game is more interesting, and more realistic for a game where, you are being resurrected with no memories of who you were. This goes doubly so if we decided to go Pre-D1, when a lot of the factions, aliens and what not, are still forming. Depending on how you want to go about the campaign, you could even go as far as changing the history of the game universe (or will you XD). Still, it carries a lot more potential for a good story, but is dependent on the DM to help move it along when it needs to XP. Albeit, if you want to go the instructional route, you could have the ghost guiding players. This allows for a more DM-hands-on, approach that allows for a clear story progression or theme. Think of it as an open arena, where you can do what you want, within a certain degree of freedom.
I would be pretty down to run a pre-D1 game - start off in a small sandbox zone with your ghosts and let you all start to piece things together. Might have to make up a few extra skills and checks (what if you wanted to play as a cryptarch, and decoding/making engrams for glimmer is just what you do for a living? What if you designed the first engram?), but overall it would be mechanically light, and I would introduce mechanics like ADS only when necessary. If we do a story early enough, you might even be able to custom design some light abilities, weapons, armor, even ships.
(lol, I just realized that Sarcasticfury and I have experience with the "you start not knowing anything about who you were" storylines XD)
In terms of skills, I say, aside from adding the "technology" one that they suggest in the Dungeons & Destiny book, most of the other skills seem to integrate fine XP
Also, quick question, will the ghosts be NPCs, or are they gonna be like extensions of our characters? aka, more like tools then people
That's a good question. I guess I had imagined using the ghosts as npc's, but the more I think about it, I can see why they would need to be under the players control (salty ghost refuses to revive for five minutes because you didn't say please). It would be a shame to miss their ability to exposit, though... oh well. Maybe that's where this game will differ first from Bungie.
I'm all for them being npcs, though it's to my understanding that ghosts HAVE TO revive you, as its their primary purpose to help their guardian. So while a sassy/sarcastic ghost might verbally abuse you for having to revive you, I doubt they'd just leave you dead.
Yeah, I think that's a fair balance. Gives the DM a toolkit in case we need an exposition dump, but retains the ghosts usefulness as part of the equipment of a guardian. I like it!
Is it too late for a third person to join? I've never personally played destiny, but I know people who do, and I know a bit of the story. I've also looked over this supplement before, having been shown it by someone else, and found it quite interesting, though no one was actually running a game so I couldn't play it.
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"Ignorance is bliss, and you look absolutely miserable."
I’ve done some light skimming of the players guide and I thought it was really cool, if you can fit me, count me in!
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Are we ever sure that we exist? Do we have feelings? Or are we just NPC's designed to think highly? If so what is our purpose? Why are we here? Who are the players? Or are there Players?
Sure! This is probably going to be a bit of an ongoing thing yet, as I am not quite ready to run it. Even then, the first good while of the campaign won't be using the full mechanics of the players guide. Still, with four people that would make for quite the fireteam! I am going to switch the thread from recruiting to just public, since I don't know if I can manage more than four or five ghosts at once - that's just a lot of personality to keep track of.
Also, going to be a bit busy through this week - might not get around to even moving towards starting until the weekend. Thanks for your patience!
AB-U defender maybe? How would we do this? We can’t do something like this on dndbeyond, can we?
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Are we ever sure that we exist? Do we have feelings? Or are we just NPC's designed to think highly? If so what is our purpose? Why are we here? Who are the players? Or are there Players?
I'm thinking of playing either a Nightstalker or a Stormcaller, since I like their class mechanics and the new resources they integrate. Racewise, I'm hoping to play an Eliksni Vandal, if unconventional races are allowed.
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"Ignorance is bliss, and you look absolutely miserable."
I was hoping to keep things on pbp - it's a bit more annoying in terms of mechanics (thus why I would try to integrate the new mechanics gradually) but I have found it to be pretty good at communicating the visual element of the game. I think it's just key to remember that playing a gruff or taciturn character doesn't equate to not writing a lot - just not a lot of text. Also, pbp is in general more convenient for me (gives me time to review notes, think through responses - this goes for you all too.) Though, if the game proves a bit too slow, we could work something out on discord.
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https://dndestinyproject.com/
What are your thoughts on this, and do you think it could be a fun pbp?
I think that a lot depends on the player's rp ability and their expectations going in. The rules as given, while similar to 5e in many regards, depart significantly to get at the the Destiny feel. A lot would have to end up being at the DM's discretion in terms of of terrain, cover, enemy behaviors, and so on. Similarly, depending on what era the actual story is taking place, the game could have you fighting anything from Taken (i.e, post Oryx's arrival in system) to Iron Lords (Pre-D1) to other races not yet explored in the Destiny Universe. You could be exploring new planets, building a base on earth, or even hurtling beyond the solar system. I guess I am saying that the story would need to be collaborative, the RP intense, the combat as smooth as possible, the narration on point, and the lore crossovers on a nerd-god level.
Having played Destiny since it came out (not all expansions, sadly) I am certainly a fan of the series, and was already a big sci-fi fan before I even knew what Halo was. I've been interested in this project since I found out about it, and they released the player's handbook for their game a few months ago.
But yeah, since you have taken the time to read this post, I imagine you are at least curious. So am I. Feel free to drop an opinion on whether or not putting together a pbp for a Destiny-themed game, by the rules developed over at Dungeons and Destiny, is a good idea, too hard, novel, old-fashioned, ambitious, or whatever. Who knows what might come next? If interest is sufficient, I might be willing to try to DM this, though, as I have already outlined, it will be a bit more challenging than a normal pbp.
I'd be down
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
same
I had a friend who tried this a couple of years back, but it broke down due to schedules XP
Would be interesting to try this again ^w^
Cool! 2 is probably enough for an easy start - do you guys have any ideas about how to begin? I have an idea that would allow us to gradually introduce the new gameplay mechanics and whatnot, as well as giving some fun story stuff. However, I want this to be pretty transparent until the game begins. Would you guys rather play something that is more mechanical (The Vanguard hands you a mission to go do, and we figure things out from there) or story based (your ghost resurrects you - now what). Would you rather have a sandbox with tools to play around in, build your own guns and armor, and explore a world of unknowns, or would you rather be given set instructions, with clear steps for progression?
Personally, I prefer a good story game. Mechanical games, while initially interesting, can run stale after a while. Plus, with story games, you have a better chance of being immersed into the world.
I'd also argue that a sandbox game is more interesting, and more realistic for a game where, you are being resurrected with no memories of who you were. This goes doubly so if we decided to go Pre-D1, when a lot of the factions, aliens and what not, are still forming. Depending on how you want to go about the campaign, you could even go as far as changing the history of the game universe (or will you XD). Still, it carries a lot more potential for a good story, but is dependent on the DM to help move it along when it needs to XP.
Albeit, if you want to go the instructional route, you could have the ghost guiding players. This allows for a more DM-hands-on, approach that allows for a clear story progression or theme. Think of it as an open arena, where you can do what you want, within a certain degree of freedom.
So yah, my vote goes for story sandbox XP -w-
Cool. Sarcasticfury, any thoughts?
I would be pretty down to run a pre-D1 game - start off in a small sandbox zone with your ghosts and let you all start to piece things together. Might have to make up a few extra skills and checks (what if you wanted to play as a cryptarch, and decoding/making engrams for glimmer is just what you do for a living? What if you designed the first engram?), but overall it would be mechanically light, and I would introduce mechanics like ADS only when necessary. If we do a story early enough, you might even be able to custom design some light abilities, weapons, armor, even ships.
Story based with a sandbox sounds pretty good.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
(lol, I just realized that Sarcasticfury and I have experience with the "you start not knowing anything about who you were" storylines XD)
In terms of skills, I say, aside from adding the "technology" one that they suggest in the Dungeons & Destiny book, most of the other skills seem to integrate fine XP
Also, quick question, will the ghosts be NPCs, or are they gonna be like extensions of our characters? aka, more like tools then people
That's a good question. I guess I had imagined using the ghosts as npc's, but the more I think about it, I can see why they would need to be under the players control (salty ghost refuses to revive for five minutes because you didn't say please). It would be a shame to miss their ability to exposit, though... oh well. Maybe that's where this game will differ first from Bungie.
I'm all for them being npcs, though it's to my understanding that ghosts HAVE TO revive you, as its their primary purpose to help their guardian. So while a sassy/sarcastic ghost might verbally abuse you for having to revive you, I doubt they'd just leave you dead.
Yeah, I think that's a fair balance. Gives the DM a toolkit in case we need an exposition dump, but retains the ghosts usefulness as part of the equipment of a guardian. I like it!
Also makes pleasant company if your guardian is alone and needs someone to talk to, lol
Is it too late for a third person to join? I've never personally played destiny, but I know people who do, and I know a bit of the story. I've also looked over this supplement before, having been shown it by someone else, and found it quite interesting, though no one was actually running a game so I couldn't play it.
"Ignorance is bliss, and you look absolutely miserable."
I’ve done some light skimming of the players guide and I thought it was really cool, if you can fit me, count me in!
Are we ever sure that we exist? Do we have feelings? Or are we just NPC's designed to think highly? If so what is our purpose? Why are we here? Who are the players? Or are there Players?
HEY V-SAUSE MICHAEL HERE!
Sure! This is probably going to be a bit of an ongoing thing yet, as I am not quite ready to run it. Even then, the first good while of the campaign won't be using the full mechanics of the players guide. Still, with four people that would make for quite the fireteam! I am going to switch the thread from recruiting to just public, since I don't know if I can manage more than four or five ghosts at once - that's just a lot of personality to keep track of.
Also, going to be a bit busy through this week - might not get around to even moving towards starting until the weekend. Thanks for your patience!
No problem dude, can't wait!
Oh, what class/race is everyone thinking of playing?
AB-U defender maybe? How would we do this? We can’t do something like this on dndbeyond, can we?
Are we ever sure that we exist? Do we have feelings? Or are we just NPC's designed to think highly? If so what is our purpose? Why are we here? Who are the players? Or are there Players?
HEY V-SAUSE MICHAEL HERE!
I'm thinking of playing either a Nightstalker or a Stormcaller, since I like their class mechanics and the new resources they integrate. Racewise, I'm hoping to play an Eliksni Vandal, if unconventional races are allowed.
"Ignorance is bliss, and you look absolutely miserable."
@Codester, good point, should we try this on Discord then?
I was hoping to keep things on pbp - it's a bit more annoying in terms of mechanics (thus why I would try to integrate the new mechanics gradually) but I have found it to be pretty good at communicating the visual element of the game. I think it's just key to remember that playing a gruff or taciturn character doesn't equate to not writing a lot - just not a lot of text. Also, pbp is in general more convenient for me (gives me time to review notes, think through responses - this goes for you all too.) Though, if the game proves a bit too slow, we could work something out on discord.