Kaloth
August 24th, 2015, 23:15
Hello everyone, I am looking to start a Fading Suns campaign for 3-4 players. I will be using the Anniversary version of the second edition rules.
About the setting:
Fading Suns is a space feudalism game. However most ability to create new technology has been lost since the fall of the Second Republic almost a thousand years ago. As such the nobles, guildsman and clergy are constantly vying among themselves for the rapidly dwindling Second Republic tech. Meanwhile occult powers run rampant each with a crippling downside. Horrible monsters stalk the night and on top of it all the suns, the last beacons of the Pancreator's power against the Demon Sultans are slowly going out.
About me:
I am laid-back as a GM. I prefer a casual gaming experience where players remain mostly in character but aren't afraid to get off-topic every once in a while. I prefer cinematic action with dramatic consequences to the roll hit/miss style. I.E. I'd much rather spend a turn getting on the dragon's back for no mechanical benefit than just standing there swinging my sword at it. As such I love it when players do the same and am much more lenient on just "letting cool things happen" than being a stickler for the rules.
The Pitch:
On a small planet in the Pentatech system the local lord has made a massive discovery. Deep within the mine shafts a mysterious door has sat unopened for generations. Many times the lord's family has tried to open these doors. Many times the words "Research Outpost" have remained untouched. However four days ago, those doors hissed open. Lord Daniel has managed to slow the spread of this information, at least until he could hire a group of adventurers to loot it for himself. You are that group.
What you need:
Give me a brief introduction here, and give me a basic character concept. I am encouraging occult characters (Or characters with a strong connection to occult stuff if they aren't occult themselves). All occult besides Antinomy will be allowed. After I get a party I'll walk through character creation with you guys.
About the setting:
Fading Suns is a space feudalism game. However most ability to create new technology has been lost since the fall of the Second Republic almost a thousand years ago. As such the nobles, guildsman and clergy are constantly vying among themselves for the rapidly dwindling Second Republic tech. Meanwhile occult powers run rampant each with a crippling downside. Horrible monsters stalk the night and on top of it all the suns, the last beacons of the Pancreator's power against the Demon Sultans are slowly going out.
About me:
I am laid-back as a GM. I prefer a casual gaming experience where players remain mostly in character but aren't afraid to get off-topic every once in a while. I prefer cinematic action with dramatic consequences to the roll hit/miss style. I.E. I'd much rather spend a turn getting on the dragon's back for no mechanical benefit than just standing there swinging my sword at it. As such I love it when players do the same and am much more lenient on just "letting cool things happen" than being a stickler for the rules.
The Pitch:
On a small planet in the Pentatech system the local lord has made a massive discovery. Deep within the mine shafts a mysterious door has sat unopened for generations. Many times the lord's family has tried to open these doors. Many times the words "Research Outpost" have remained untouched. However four days ago, those doors hissed open. Lord Daniel has managed to slow the spread of this information, at least until he could hire a group of adventurers to loot it for himself. You are that group.
What you need:
Give me a brief introduction here, and give me a basic character concept. I am encouraging occult characters (Or characters with a strong connection to occult stuff if they aren't occult themselves). All occult besides Antinomy will be allowed. After I get a party I'll walk through character creation with you guys.