Re: Chat Based Pathfinder
The time thing is something that I figured would be difficult. Basically, people would have to post whatever times they're available, along with their time zones, and we'd have to work something out. People have work and/or school and/or social lives to worry about, so hopefully we can figure out a decent time that everyone can meet at once. I've barely used chatrooms and never used IRC, so it's going to be a learning experience for me if we get this going either way.
Here's some more information now that I've got the requisite three people interested:
I'd be offering a handful of campaigns I'd thought about running, with varying degrees of seriousness/difficulty/ect. People could pick one, and if we have a split, it might be possible to run two groups at different times. that might make the scheduling thing easier for some people, at any rate. All of them would be in a campaign setting of my own creation. Here are a few options:
1) The party is a group of soldiers working for the Zetinian Empire, a kingdom surrounded by enemies, and where any use of arcane magic is met with violent death by the Templars, the highest ranking servants of the Emperor. You are the best of the low born, taken form the ranks of the army, the templars, and even the engineering core and scout brigades. Ten years ago, you all fought in the war to conquer the neighboring lands of Zer, a disorganized land filled with witches and sorcerers of all kinds. The last city fell long ago, and the troublesome province seems to have finally settled down.
You are all called to a meeting at the capital, there to be given a mission that will determine the fate of not only Zetinia, but of all the lands in the world.
Difficulty: As hard as it gets for me. Not really sure if that's saying a whole lot, as I'm generally a fairly easy going DM, but meh.
Restrictions: Heavy class and race restrictions. No arcane magic, no bards, and no divine magic except for Paladins. The only "caster" class allowed is the Alchemist. You do get death knights though.
Level: You start at level 5, and level fairly slowly unless you get a lot of stuff done.
Seriousness: Serious business. There will be little levity not provided by player interaction, and the required parts of your character backgrounds are slightly prohibitive. RP and combat heavy.
Alignment: Generally lawful, though there aren't any actual restrictions unless you take a class with them.
2) The party are all at the village of Firtallow, a small holding in the land of Zer on the same night. The reasons for this can be varied. Perhaps you are a native, just going about the end of their day as a guard or local hunter? Perhaps you're a traveling mercenary, trader or minstrel, just trying to find a way to pass the time until you can leave in the morning? Perhaps you're a criminal on the run from the kingdom of Zetinia to the West or Solaria to the South, or even one of the cities that control vast swaths of Zer? Regardless, all are in the tavern for one reason or another when the alarm sounds. The village is under attack. But by who? And is this just a random raid, or a sign of something more to come?
Difficulty: The first fight is Nintendo hard. After that or the escape run, it's not very difficult. It doesn't have as clear an objective as the first campaign, but that just allows for greater player freedom.
Restrictions: Not many. You can be almost whatever you want if you justify it right.
Level: Start at level 3.
Seriousness: Not so much, as it's more or less a high combat game where I'm going to be making up most of what happens as I go along.
Alignment: None. Anything goes, really.
3) All is not well in Vasia. The snowy realm has long been beset by monsters, bandits and dragons, but something else is going on. Something is coming out of the frozen wastes, and whole villages lying along the primitive highway that marks the only trade routes between North and South have disappeared, all that remains of their presence being smoking ruins. No bodies. No valuables, or goods of any kind. What could possibly be causing this?
The party could be a group of adventurers trying to figure out what was going on, or perhaps just hired to guard a caravan traveling along the route North that stumbles on a ruined village.
Difficulty: Not so much.
Restrictions: None.
Level: Start at level 8-10 depending on the number of people involved, and possibly work your way all the way to 20.
Seriousness: Variable. Lots of combat, but lots of potential RPing.
Alignment: None.
Also, a few notes about my DM style:
-Firstly, I use a lot of house rules and occasional fudging. I will also occasionally derp, as anyone who's RPed with me before probably knows. Please forgive this, and be patient with me. If it seems like I'm picking on you repeatedly, tell me. It could be that the dice just don't like you, and if so, I'll try to fudge things away from you a little. But, if it's because your character regularly just makes bad decisions and/or rolls, there isn't much I can do.
-For rolling, I prefer to believe that I can trust people. Things will go faster if you can roll everything yourself. We're all adults here, presumably, and the honor system has never failed me before. Don't be the one to change that. If I feel like someone is cheating, possibly because they never roll under a 16 or something like that, I'll contact them, and just start doing their rolls. If so, I'll just throw their rolls at them, and leave them to do the math themselves as punishment. :3
-Stats are up for debate. If people prefer rolled, or that it be via point buy, or if you just want me to give you numbers, that's fine. But everyone gets the same choice, so if no one rally care's, I'll pick and you'll just have to live with whatever it is that I go with.
-If you're planning on going with a chaotic-stupid character, IE: You roll for your characters actions, or are purposefully disruptive; Please just don't waste my time. I don't mind inter-party conflict, but doing it just for the sake of it is purely annoying.
Also, words words words.