Players' Notes
Background To The Campaign
Bohavia was actually created by myself
in a fit of pique after my first attempt at GMing a PBeM went wrong
and the game fell to pieces. It was partly my fault for starting to
run a PBeM before I had enough experience about the format and partly
the players' fault for not being prepared to keep up with the turn
per working day minimum pace that I like to run my games at in order
to move the campaigns along as fast as possible. I was determined
that my second attempt would not go the same way.
When
I put my original posting for players out, I made it very clear that
I was looking for only the very best and most dedicated role players.
I had around 20 people who were interested enough in the game to send
through a character summary. From these I selected the most
interesting 14 characters to enter a week of 'role play offs' in
order to determine which were the best and most dedicated role
players. At the end of the week, all players voted for the seven
players that they wanted to see participate in the game.
I
was very glad that I chose this method. Not only was it a great deal
of fun and a challenge for everyone involved (generating over 200
postings in a week!) but, had I not done it, then the campaign would
have fallen apart immediately, as several people who sent through
interesting characters never bothered to post at all during the
week.
In
addition to assembling a group of the very best role players that I
could locate, there was another factor that I wanted to bring into
the campaign, and that was to follow the AD&D rules as closely as
possible. The majority of games that I have seen start the players
off with an incredible number of benefits compared to the standard
rules in terms of players' characteristics, with it being very
unusual to find anyone with a characteristic under 12, most fighters
having 18/90+ strength etc, and maximum hit points, of course.
For
me, the most exciting part of any RPG comes in the early stages of
the game, where every encounter brings the real possibility of a
swift death. I felt that this element was being lost in the majority
of games and wanted to make sure that it would not be lost in mine.
As a result, all players were asked to develop characters based
around allocating the average number of characteristic points (63
points) and then taking the average number of hit points and starting
funds for the class. Not everyone was entirely happy with this
system, but I think that everyone later realized that it did add an
extra level of excitement to the campaign.
Generating A Character
If a
player ever drops out of the game, then I will choose a replacement
from amongst those people who have been 'lurking' and actively
following the game. So if you are really interested in joining the
game, then the only way to be considered is to first become a
'lurker'. To find out how easy it is to become a 'lurker' in the
campaign, go to How To
Lurk. They will not
be asked to take over the retiring player's character, but will be
asked to generate a new character, as I think that it is impossible
to get the same level of attachment to 'someone else's character'.
From all of those characters submitted, I shall choose the most
interesting one which I believe will add the most to the campaign.
If I really can't decide between two or more character submissions,
then I'll submit the short-listed characters to all of the existing
players and get them to vote on it.
If
the owner of the 'winning' character is you, then here is how you
generate the character:
The
first step is to go to Irony
Games' Dice Server.
This is a wonderful device that rolls dice and then e-mails the
results through to the chosen recipient - the DM in this case. Use
the Dice Server to roll 3d6 six times. If the total number of points
comes to 62 or less, then I will allow a reroll. If the total comes
to between 63 and 69 inclusive, then the players gets the difference
between that number and 70 to allocate to his stats how he or she
sees fit. Otherwise those are the characteristics that should be used
to generate the character, ensuring that the resulting character
remains within the original character concept.
Now
that the party is in the mid-levels, it's not really possible to
start new players off from scratch or else they would be nothing but
a liability to the others, and it wouldn't be a lot of fun for the
new player either. the system that I now use is to give new players a
certain amount of 'points' to spend when creating their characters.
There are three ways in which these 'points' can be spent:
Most
of them should be used as XP, with the ratio of 1XP = 1 point. My
ideal is to get the new players to be just one level behind the rest
of the party.
The
second way is as gp or standard items that are listed in the PHB,
with the exchange rate being 1 point = 1GP, or simply as gold,
jewels, etc.
The
final way is that they can use them for a couple or so magic items,
with 1 point = 1XP as given for finding the item as listed in the
DMG. In hindsight, I think that I've been too generous here in the
past and that I would probably be better to charge double or treble
this. I never give the players carte blanche to choose anything they
like, I usually restrict it to one +1 weapon, a way of getting their
AC down to somewhere between 2 and 4 and one 'toy'.
As
for how many points I would give, that depends upon where the rest of
the party is in terms of XP's. I would give the lucky new player the
amount of points s/he has to spend upon inviting him or her into the
game.
Magic users choose the spells that
they want up to the limits given under the official rules, which is
based upon the character's INT. As magic users have to play by the
book, spells must be memorized at the start of each day.
As
you have probably realized, this campaign takes place in an early
Renaissance period and so everything in the Player’s Guide is
available for purchase, except for items that have been phased out by
that time (i.e. bronze plate mail)
The
campaign actually takes place in a slightly later period than the
standard AD&D setting. The only significant addition to the
standard rules, however, are additional rules for firearms.
Full
rules for firearms as used in the game are taken from the 'A Mighty
Fortress' sourcebook. If you have a copy of this sourcebook, then the
only additional information you will need to know is that only
matchlock weapons are in circulation. If you don't have the
sourcebook and you would like information on firearms, then I can
provide the relevant details.
Avoiding Death
As
characters are not super-human, and I don’t want to kill off good
ones, I shall be using the ‘Hovering on Death’s Door’ optional rules
from the DM’s Guide.
Experience Points
Experience Points are awarded on an
individual basis rather than a group basis, as per the optional rules
in the DM's Guide. Experience Points are awarded for many reasons
including good role playing, clever solutions to problems, successful
use of proficiencies and spell casting, plus killing monsters and
obtaining treasure, of course.
Increasing Levels
The
rules which say that players with a sufficiently high prime attribute
are entitled to receive an additional 10% bonus to their experience
points are not used in this campaign. It seems unfair that one or
more players should receive such a bonus simply for rolling high
numbers or 'min/maxing' when the character was first
generated.
When a
player gains sufficient experience points in order for his or her
character to achieve a higher level, then he or she should use the
Irony
Games' Dice Server
to roll additional Hit Points, or ask the DM to make the roll on his
or her behalf. If the dice comes up as a one, the DM will probably
allow a reroll.
Providing that the character has been
using their skills during the game, then there is no need to find a
teacher in order for the character to receive the benefits given at
the new level. Magic users are required to roll to see whether they
are able to learn new spells that they may discover during the
campaign.
New
non-weapon proficiencies are awarded at every second level (i.e. 3rd,
5th, 7th etc.) If the character has been attempting to learn these
skills by self study for a sufficient period prior to achieving a
level, then there will also be no need to find a teacher for these
skills. The same goes for weapon proficiencies, which are awarded as
per the standard rules. Providing that a character has been in
possession of such a weapon and has used it on several occasions in
actual combat, then no teacher will be required.
Critical Hits
Just to
stop the players from getting too cocky, there are rules for critical
hits and misses, as supplied by Brian W. (Winnacer). The method by
which they are calculated and the tables used can be found
here.
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The creator of this page is Nick
Pendrell
This page was last updated on 19 June 2000