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Lockhart’s are forever
Join Date: Mar 2010
Posts: 380
Reputation: 11
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About The Dragon Age Role Playing Game The tabletop role playing game of Dragon Age is based on the video game series by EA BioWare, and modelled after classic RPGs like Red Box D&D. It has been called the best introduction to role playing in 30 years! It takes the themes of video games more seriously than the games themselves. You're character may be aspiring to be an adventure, but you a far from the way the Warden or Hawke are presented. As such the threats of Thedas are that much more to you. Character death is a very real possibility, the choices aren't so clear, and you can't always convince people that what you did was for the best (whether it be true or not). As a tabletop RPG, there are some differences with the usual forum based role playing, and therefore is going to present a unique challenge. I'm expecting shorter posts than usual, maybe a few sentences, and a small description at a time; everyone needs frequent opportunities. You will also be in a constantly interacting party, so players need to be attentive and regularly posting. This is important. Dropping out without notice will seriously disrupt the game for the other players, so if for whatever reason you're not posting regularly, your character may be taken up by the GM (me) or handed over to another player waiting to join. We may also have to spend the first few posts, or pages (hope not), discussing characters before they are finalised if anyone is unsure of the creation process or the role they want within the party. I am willing to take on a party of up to a maximum of 8. After everyone’s ready, I'll post the opening narrative. The module we'll be playing is 'The Dalish Curse' from Set 1's GM Guide. This is an introductory adventure, designed to reveal the rules in turn and ease the players in. Do not read this module if you intend to play, it is for the GM only, and reading it will only spoil the game. Requirements Everyone playing will need to own a copy of, or have access to the Player’s Guide from Green Ronin's 'Dragon Age: Dark Fantasy Roleplaying Set 1.' If you don't have Set 1 and want to try, contact me via PM, and I'll guide you through the character creation and try to arrange either a document that offers enough to run on, or a spare copy of the Player's Guide. Set 2 is also available, from which we shall be using as few rules for character creation. Set 2 is not required though, as I have posted these rules in the character creation section. Set 2 does offer a host of backgrounds though, so you may want to consider it. Turn Format A turn will last approximately two real-time days, or until everyone has acted. If you don't act during that time-frame I'll step in, but this counts as a mark against you (holding up the game). Do this too often and you forfeit your place. Legal So long as we don't publicly catalogue the rules here in a fully usable format, we'll be fine. ---------- The Core Mechanic Whenever a test of skill is made, roll 3 six-sided dice, one of which needs to be a different colour (the dragon die). Compare to total of your roll (plus the appropriate ability score and a relevant skill focus if applicable) to the target number (TN) for the test. If your total matches or exceeds the TN, you pass the test. The dragon die is used for advanced tests, where essentially the test has a sort of HP rating. If you beat the TN of the test, the number on the dragon die is subtracted from this “HP,” and once the test is reduced to zero it is passed. The dragon die also used to generate stunt points, these are the critical hits of Dragon Age. When you roll a double on any dice (the dragon die included), you receive stunt points equal to the number shown of the dragon die. All stunt points need to be used in the same instance they are generated. ---------- Character Creation Create a character concept This is a rough idea of the sort of character you'd like to play. Determine Abilities We will be using the point distribution rules found in Set 2. All abilities start with a score of zero, and each character has ten advancements to spend. These advancements increase an ability by one for each spent. No ability can exceed three, and all advancements must be used. See page 18 of the Set 1 Player's Guide for information on the abilities. Choose a Background This represents your culture and upbringing, it also determines your race. We'll also be using the purchasing method presented in Set 2 here. You have three advancements to use, you can buy one of the ability increases on your background table for two of these, and any of the other listed benefits for one advancement each. This means you could have one ability increase and one non-ability benefit, or three non-ability benefits. Refer to the backgrounds sections at page 20 of the Set 1 Player's Guide, and page 26 of the Set 2 Player's Guide. Choose a Class This is your character's calling in life. You can choose to be a mage, rouge, or warrior. See page 26 of the Set 1 Player's Guide. Pick Equipment Your character needs gear before they begin adventuring. See page 30 of the Set 1 Player's Guide. Calculate Defence and Speed Both are very important in combat. See page 31 of the Set 1 Player's Guide. Pick a Name Every hero needs a good name! See page 31 of the Set 1 Player's Guide. Choose Goals and Character Ties They help give your character personality. See page 32 of the Set 1 Player's Guide. Quote:
Last edited by Munkerz; 06-03-2011 at 09:21 PM. |
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