House Rules
Posted: Fri Oct 11, 2019 12:46 pm
Multiple Groups
Given the number of players who have expressed interest, I propose we run multiple groups in the same world (similar to what the West Marches and North Marches games have done, albeit on a smaller scale). I think most of the required changes will be in the story, not the mechanics:
Given the number of players who have expressed interest, I propose we run multiple groups in the same world (similar to what the West Marches and North Marches games have done, albeit on a smaller scale). I think most of the required changes will be in the story, not the mechanics:
- Characters occupy the same game world, and will learn at least the basics of what the other group(s) is/are doing.
Even between settlements, rumors will spread of dangers faced and treasures unearthed. - Characters are NOT required to remain with the group they started with. If you're in town (between adventures) and there's an adventuring group getting ready to head out, feel free to join it.
- To start, each player may have one character. This may be later expanded to allow for multiple characters, but under no circumstances can characters belonging to the same player interact, trade equipment or information, leave an inheritance to another character, etc.
- Mechanically, I doubt we will have enough players to warrant strict timekeeping. What's important from Torchbearer's mechanics is that each character must undergo a Town phase between each Adventure phase. Players may color this as they like: they found a part-time job that barely covers the expense of life in town; they remained shacked up with their parents for an extended period; or the timing was just fortuitous. Whatever is reasonably plausible is fine.
- This also allows players who need a break for whatever reason to press the "pause button", stopping play and coming back later without dropping out of the game or inconveniencing the rest of the group. It also makes it easier for new players to join.