It's been some time since the last try to get a pen and paper rpg going but i, and i think a number of others aswell, would like this to happen so let's try again. Also with the use of http://roll20.net/ i think it will be easier to set this up. I think the first thing that needs to be arranged is a new Game Master. I'm pretty sure Harvey wanted to do this but seeing the last attempts didn't go so well maybe it's time to pass the stick and see if someone else would like to take that position. The second thing that needs to be sorted is what sort of pen and paper, initially we had the fallout and warhammer 40k games but maybe there are other stories out there which could be just as fun. Other things that need to be done are the players and to set a date.
Totally down for this. Am also in posession of Rogue Trader material and Only War material for both GM's and Players that I could give out if people are interested in either. Both of those being 40K settings with the first having heavy emphasis on exploration, commerce and flying around and about in space while the other is more about point-and-shooty-orcs and other Xeno filth as the Imperial Guard. But I am totally open for any other setting from DnD to Cthulhu RPG and what not.
Alright, how do you folks feel about this: The Introduction. The Bad Guys. The Good Guys. The Setting. Character Creation. Combat and shit.
read the introduction and skimmed through the bad guys, good guys and the setting. I like this and i'd definitely be willing to try it
After reading it all, it seems even better, but character creation seems a bit odd, I didn't understand it fully I think.
You pull 12 cards from a standard 54 Deck. Any 2s and Jokers you pull, you have to keep. You determine a stat from the card. For example, a 2 is a d4, and a 9 is a d8. You determine the number of dice from the suit. So, a 2 of Clubs would be a 1d4 and a 9 of Hearts would be a 3d8. You discard 2 of the 12 cards you pulled, and you now have your 10 totals for your 10 Stats. Get it now?
To add an example on to this for sub: If for your Vigor trait, you pull a Jack of Spades, this gives you a Vigor trait of d8 (since Jack) with coordination 4 (since Spades), so if you did something in the rpg that required Vigor, to check if you succeed or fail, you would roll 4d8 (four eight-sided dice)
Good example, with one addendum. You get to choose where your stats go. So, if you pull: Jack of Spades (4d8) 4 of Hearts (3d6) Ace of Diamonds (2d12) Later, when you actually started making your character you could choose where the 2d12 went. You want a fast character, put that in Quickness. You want a smarter character, put it in Knowledge. You draw the cards, figure out the stats, and put them where you want to make your Character.