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Old Jun 30th, 2024, 10:55 AM
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The Politics of Maturity

Game NameThe Politics of Maturity
Game SystemDnD 5e
Themefighting deadlines and getting paid to help people
Flavourpolitical intrigue served over dungeon crawling with a side of wealth
Plot Summary
right-aligned image

Premise

The harvest festival in North Peyxe is the only time of year that the otherwise small village becomes abuzz with unexpected activities. Merchants from all over the region come to get a first crack at purchasing the new crop of renowned Peyxian spices, and those who simply enjoy contests of physical or mental prowess participate in the festival's tournament-style agenda.

While the locals are grateful for the attention and the coin, they do also have traditions to honor - including a ritual pilgrimage up the road to the Olde Crypts, to pay honor to the dead who have come before. The leader of said pilgrimage is chosen by random lottery from amongst all town residents aged twelve and older, and this year, to his chagrin, the tavern keeper's young son has drawn the short straw.

Tradition allows him to choose a certain number of additional escorts to help him with his labors, and of course, the adventurers who have been patronizing the family tavern for days, filling his head with war stories of the lands beyond, seem like the obvious choices...

OOC Commentary and Disclaimers

The premise described is Chapter 1 in a longer campaign that should, depending on player choice, get progressively wider in scope and carry a few common themes and threads forward. But, you know how gaming is... it's ultimately player driven, and if y'all scrap my plot and get distracted by something shinygo in different directions from here, I'll respect it.

This game will carry on as a normal 5E game until February 2025. At the release of the 5.5E Monster Manual, we will finish whatever chapter we happen to be on, and then we will convert to 5.5E. I expect this process to cause at least a one month hiatus, as converting an entire campaign world is messy to say the least, so I want to be clear up front that we'll probably be taking a month off from the game at that time.

I run combat in my PbP games "Fog of War" style, which is significantly different from what you might be used to, but it's faster and it's dynamic and the last group I did it for absolutely loved it. A description of it exists in this thread, but it was written for the participants in that game and might be a bit harder to follow without knowing those PCs intimately.

Posting rate will be 1 DM post every 2 days. That used to be standard, I'm not sure whether it qualifies as fast or slow now.

Application Information

Starting Level: 3

Class Availability: The Core Twelve, plus Artificers (multiclassing allowed up to three classes total)

Race Availability: Aarakocra, Dragonborn, Dwarf, Elf, Genasi, Half-Elf, Half-Orc, Human, Kenku, Loxodon, Tabaxi, Tortle, Vedalken

Alignment: Any non-chaotic. The reason for that won't be apparent any time soon, but there is one.

Starting Equipment: As written plus either 300gp extra for mundane equipment and potions OR one uncommon magic item (item requires approval)

RP Sample: Let's suppose that, prior to arriving in North Peyxe for the festival, you were hired by one of the merchants to keep their wares safe during the trip. Around the campfire one evening, said merchant asked you to describe something funny that happened to you on a previous job. Post your response. (This is for sample purposes only, you are free to develop other reasons for coming to the festival in your actual backgrounds.)

Other Considerations: In case it matters for the purposes of your long-term planning, there are a few things you need to know about my campaign world:
1) Teleportation Magic Doesn't Work - There is an IC reason for this and who knows, maybe you guys will be the ones to fix it someday, but for now, it is what it is. Incoming extraplanar summoning and conjuration work fine, but any attempt to teleport from one part of the planet to another, be it the few hundred feet of a Dimension Door or the trans-continental travel of a true Teleport spell, fails outright. Some mages have tried just Plane Shifting twice, on the logic that if extraplanar summoning works, they should just be able to Plane Shift to a different spot on the planet, but no one who has ever tried it has come back, so apparently that doesn't work either.
2) Guns smaller than a ship's cannon do not exist - People in the world understand about gunpowder and they are able to get the reaction to work at large scale, but refining it downward doesn't seem possible. So technically Gunslingers or gun-using Artificers exist, but only amongst the Giants.
3) Gnomes are enslaved - In the country you're starting in, as well as more than half of the surrounding countries on the continent, gnomes do not have rights and are considered property of other races. It has been that way for roughly six hundred years and the eldest of elves speak of a great gnomish sin that led to their current status, but they will not go into detail with outsiders and no known history book includes the details concerning what happened. It is simply accepted that gnomes are too dangerous to be allowed to be free, and Suppression Collars are embedded into their necks shortly before puberty to prevent them from accessing their innate arcane abilities.
4) The world is closer to medieval flavor than "typical" D&D worlds - While not entirely a 14th Century Europe experience, there is fidelity towards some of the concepts inherent in that time period. Literacy is very rare (y'all will be presumed illiterate if your Intelligence scores are lower than 12, and literacy rules in general will lean towards the challenging), patriarchal points of view are still dominant, adulthood comes comparatively quite early, most people don't rise above their station and while prisons do exist, most commoners are more likely to be executed or dismembered for moderate infractions rather than ever see the inside of one. Sexuality and gender identity are enlightened for the commoners but if you're a noble, you have a duty to produce an heir and that duty requires pretentiousness that better be good enough to fool everyone.
5) Life's not fair - This is really important so hear it clearly. Life. Is. Not. Fair. I WILL occasionally throw situations at you where your only survivable option is retreat, and it's not my problem if you try to murder hobo it anyway. This is your only warning to that effect.


Application Turnaround Time / Expectations

Applications Closed. Left for Legacy Purposes Only.
I haven't really decided how many people I'm taking... 5 is ideal, though I'm comfortable with any amount from 3-7. Usually I do this kinda thing by picking my 3 favorite applications and then deciding whether or not anyone else's app has potential to offer contrast or connection to one of those 3.

I'm looking to start (comparatively) quickly, so I'll be doing a first review on Saturday, 7/6/24. If I'm satisfied, I'll close apps and start my chosen players that weekend, otherwise I'll declare the ones I've definitely chosen and leave it open a few more days for other apps to bounce off of those.


Looking forward to a fun game!


Application Initial Skim as of 7/4/24 12:00 PM American EST


Note 7/4/24
While the controversy over RP Sample has been about what I expected and something I feel very firmly "in the right" about, I did discover on review that I never actually asked for a character biography/history. I'm still going to track done/not done on it here, but I will ensure the absence of one does not disqualify an application and I will still mark applications complete even if it isn't done.

That said, it's a pretty fierce competition and if you're reading this, you really should make one to give yourself every advantage possible.


Note 7/6/24 6:17 PM American EST
Pencils down. No new applications or modified applications will be accepted past this time.

Last edited by arin12; Jul 6th, 2024 at 06:22 PM.
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  #2  
Old Jun 30th, 2024, 02:26 PM
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Alemar Alemar is offline
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Posting Interest, are there any restrictions on the source materials?
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Old Jun 30th, 2024, 03:11 PM
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posting interest for a divination wizard
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Last edited by Togot; Jun 30th, 2024 at 03:48 PM.
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Old Jun 30th, 2024, 09:15 PM
delpinator delpinator is offline
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name "snake" distant rain
race tabaxi
class druid2 ranger1
Background solider (mercenary)
Alignment LN
traits I'm haunted by memories of war.
I have many stories from my times at war and enjoy sharing them.
ideals Nature must remain in balance.
bonds I would lay my life down for those I served with.
flaws I obey the laws even if the laws cause misery.

Snake grew up among the caravans. His father was a blacksmith and mother a druidic healer. He learned under his mother to hone his natural talents and take on the beasts of his family. He learned to use blades under his father though metal armor never felt good in his animal forms.

Snake took on as a guardian of the caravans when he became of age. He left his mother and father to follow other caravans and make a name for himself. He took the name distant rain to his name upon doing so.

The roads were tough and he met many difficulties upon doing so. A brigade of bandits had laid a trap for the caravans his mercenary troupe did what they could but only a few made it out. Snake was one of these turning into a cat he found safety in the forrest. He managed to sneak into the bandit camp with a couple of other shifters a few days later to retake the supplies from the caravan. The stealth required gave him the name Snake. This was the name he kept though he still had distant rain from his family name.

While traveling to peyxe he learned of the lottery and felt a duty to assist. He talked to a few of the locals and learned to seek out the tavern keepers son.

rp sample
Snake talking to the merchant is sitting around a table at the market. He scratches his head. "so we were sitting at camp after celebrating the return of the goods from the bandits. Everyone was drinking and it was full of merriment. This was when we noticed a distant fire in the background though it kept moving and flashing. I turned to storm my girl at the time."

"so, i may have had a few to many but are those fires moving?"

She responds "no, fire doesnt move and why wouldn't it burn. We're simple folk but you should know this come on snake. "

"i shrugged my shoulders and didnt think anything of it. About an hour later. We smell smoke. Turns out those moving fires were fire beetles that had snuck into camp seeking out snacks. It took us a bit to get the fires out and the bugs swept up. Anyways sometimes a fire is a fire other times its these little guys. Not sure its very funny but certainly reminds you to keep on your toes. "

Questions:
features that grant languages only grant verbal? Ex. Cany grants two languages I can speak read and write. Can I combine languages to be able to do both? The extra time spent learning the language?

Last edited by delpinator; Jul 4th, 2024 at 06:01 PM.
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Old Jun 30th, 2024, 09:51 PM
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Quote:
Originally Posted by delpinator View Post
name

Do features that grant languages only grant verbal? Ex. Cany grants two languages I can speak read and write. Can I combine languages to be able to do both? The extra time spent learning the language?
As a general rule, any "traditional" sources of language (background, race) no longer bestow one. Excess languages (speaking or read/write) are strictly a province of high intelligence modifier and/or feat.

Quote:
Originally Posted by Alemar View Post
Posting Interest, are there any restrictions on the source materials?
Not really, but it would be highly preferable if there was an SRD or something I could look at.
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Old Jun 30th, 2024, 09:58 PM
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If I'm playing a Rune Knight, Can I still read things like Runes? I would imagine they are not terribly common enough to affect the mass literature barrier of the world if my character can read them due to time with giants, or however he learned to harness Runes
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Old Jun 30th, 2024, 10:12 PM
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Quote:
Originally Posted by Chaos Havik View Post
If I'm playing a Rune Knight, Can I still read things like Runes? I would imagine they are not terribly common enough to affect the mass literature barrier of the world if my character can read them due to time with giants, or however he learned to harness Runes
Not "read" in the sense of understanding the words, per se, but of course you can tap into them and harness their power, somewhat analogous to the way 3.5E's Read Magic spell worked. Think of it like being able to read sheet music, the information being conveyed in a rune is as different from the written word as sheet music is.
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Old Jun 30th, 2024, 10:23 PM
Aisede Aisede is offline
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I have exactly one "full" tabletop game under my belt in total, and that was the introductory solo campaign on here hosted by Bananabadger. Am I too green to be considered as an applicant?
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Old Jun 30th, 2024, 10:31 PM
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Originally Posted by Aisede View Post
I have exactly one "full" tabletop game under my belt in total, and that was the introductory solo campaign on here hosted by Bananabadger. Am I too green to be considered as an applicant?
Not at all! Truth be told, it's rare for me to run a game that isn't for newer players, I used to do kind of an in-depth tutorial style game on here. Or at least that's what it was supposed to be, it ended up running for three years.

Go nuts with it.
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Old Jun 30th, 2024, 11:11 PM
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Alright, so there's this one particular character concept I'd like to explore (even with others), and I think it can be easily adapted to your middle ages world.

So, her name is Abigail West, white, blonde hair, and eyes like melty chocolate. She hails from a small town, where the locals both respect and fear her power; ever since the passing of her parents, Abigail has expressed an ability to perceive spirits and, whilst initially this frightened the girl and drove her into forested isolation, she later learned to harness this queer gift for the betterment of others; through compassion she was able to put her parents to rest, and ever since then, she has used her gift to grant others peace. The wild took her in, and taught her how to care for herself, so she never really acclimated fully to civilized spaces. This does not mean, however, that she won't visit a township from time to time. Mingle with the locals and learn what she can about what ails them.

It wouldn't surprise me if she visited Peyxe in the hopes of visiting the Olde Cripts, if not just to indulge in her macabre fascination with death. Some part of her must wonder if spirits linger in their tombs, silent and unseen... If nothing else, it deserves investigation, so she'll be on the lookout for opportunities, so long as it does not come at the cost of those around her.

Another thing to note about Abigail is that she's a stalwart pacifist, and will not harm others unless left with no other possibile alternatives. All of her abilities are utilities, and she prefers to use cunning and diplomacy to end or prevent conflicts. If conflict is inevitable, she's here to ensure casualties are kept to a minimum (or, preferably, none at all). She is heart, she is wisdom, she is the speaker of the dead, and she is peace.

She is Abigail West, daughter of the dead, and keeper of the living.

. . . But in all seriousness, she's a 13 y/o girl who was traumatized by the deaths of her parents, and was forced to mature in solitude. She means well, and she's optimistic, but she understands that bad ends happen.

Last edited by Aisede; Jun 30th, 2024 at 11:14 PM.
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Old Jun 30th, 2024, 11:26 PM
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Quote:
Originally Posted by Aisede View Post
Alright, so there's this one particular character concept I'd like to explore (even with others), and I think it can be easily adapted to your middle ages world.

So, her name is Abigail West, white, blonde hair, and eyes like melty chocolate. She hails from a small town, where the locals both respect and fear her power; ever since the passing of her parents, Abigail has expressed an ability to perceive spirits and, whilst initially this frightened the girl and drove her into forested isolation, she later learned to harness this queer gift for the betterment of others; through compassion she was able to put her parents to rest, and ever since then, she has used her gift to grant others peace. The wild took her in, and taught her how to care for herself, so she never really acclimated fully to civilized spaces. This does not mean, however, that she won't visit a township from time to time. Mingle with the locals and learn what she can about what ails them.

It wouldn't surprise me if she visited Peyxe in the hopes of visiting the Olde Cripts, if not just to indulge in her macabre fascination with death. Some part of her must wonder if spirits linger in their tombs, silent and unseen... If nothing else, it deserves investigation, so she'll be on the lookout for opportunities, so long as it does not come at the cost of those around her.

Another thing to note about Abigail is that she's a stalwart pacifist, and will not harm others unless left with no other possibile alternatives. All of her abilities are utilities, and she prefers to use cunning and diplomacy to end or prevent conflicts. If conflict is inevitable, she's here to ensure casualties are kept to a minimum (or, preferably, none at all). She is heart, she is wisdom, she is the speaker of the dead, and she is peace.

She is Abigail West, daughter of the dead, and keeper of the living.

. . . But in all seriousness, she's a 13 y/o girl who was traumatized by the deaths of her parents, and was forced to mature in solitude. She means well, and she's optimistic, but she understands that bad ends happen.
We can make that work, sure. We'll use a custom background called "Medium" and we'll design the mechanics of the spirit-talking around it. To be clear, mechanically speaking, it wouldn't so much be "your" power to control as it is just something about you that draws spirits in your direction.

Character classes that could make that concept work easily would include:
- Bard with College of Lore
- Cleric with the Death, Grave or Life Domain
- Monk with Way of Mercy, Way of the Astral Self or Way of the Long Death
- Warlock with Undying Pact

That is by no means an exhaustive list, and the great thing about D&D is you can pretty much squeeze together anything you can think of, but those have a synergy with your idea that lends well to it. Also, it's up to you, but given that you're still learning I would encourage you not to multiclass, go with something pure for this go around.
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Old Jun 30th, 2024, 11:37 PM
Aisede Aisede is offline
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Oh, I thought I mentioned before that when I played her, I played her as a Peace Domain cleric. It fits her thematically, moreso than any class that's actually centered around death.

She frequently made use of Guidance, and regularly uses the phrase "Guide me... Please..." When calling on the power of her deity, whoever that may be. I always imagined her faith to be more generalized than centralized; that is, she has faith, but from my perspective it's not neccesarily aimed at anything in particular, other than an intention to do good.

Heroism is the sort of support she wishes to give, and Sanctuary practically embodies her philosophy.

The Emboldening Bond was used to save a friend when his life was in danger, and allowed little Lumos to rectify his mistakes.

Mending is to fix things up, and Light is a simple but effective utility.

Last edited by Aisede; Jun 30th, 2024 at 11:42 PM.
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Old Jun 30th, 2024, 11:47 PM
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Damn. Bananabadger doesn't skimp on the training.

Okay, whatever way works for you, go ahead and make up the formal application with it.
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Old Jun 30th, 2024, 11:57 PM
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Um, how do I "formally" apply?
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Old Jul 1st, 2024, 12:07 AM
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We will break away Together... I'll be the Shadow, You'll be the Light. Nothing ever lasts Forever... We will go softly into the Night.

Last edited by Alemar; Jul 3rd, 2024 at 03:34 PM.
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