AgentPaper
From the depths, I come.
- Reaction score
- 107
Meh, I'm not a big fan of voice chat, really. I have a mic though, if everyone else has one.
As for how the game works, basically, you make a character, using the rules that D&D gives you, and then you do whatever the hell you want with that character. Usually the game follows some sort of ploy laid down by the DM, but I usually run fairly open campaigns, with very little rail-roading. There might be obvious choices I expect you to use, but if you don't, I can adapt to what you want to do. I hope, in the end, that most of the story is built by the players, and I just give you the setting to do it in.
I think using 3.5 is going to be the best option, since it has more variety in classes and such, and since more people know it, and likely have books. If you don't have a book, go to Myth-Weavers. They have all of the rules that have been approved for open-source, which should be enough for now, at least. I believe it has most of the players handbook, which is all you need as a player. If you want to know something that isn't there, just ask me and I'll look it up.
Don't worry too overly much about combat. Since we're doing this online, combat would likely be a bit slow already, and complex fights would be hard without a grid. (which we won't use, unless there is a really big need, or we find one that's easy to use online or something) Just build your character so that he can do what you want him to do in a roleplay situation, and combat usefulness can be derived from those tools. This isn't a video-game character you're making, it's a real person, so they don't have to be super-streamlined for combat. (Something my normal players have yet to grasp)
Edit: Forgot to mention, but that site also has a great online character sheet, which we will likely use for this campaign. To use it, just register on the site. (it's free, no worries) Everyone will need a character sheet eventually, at least by the first fight.
As for how the game works, basically, you make a character, using the rules that D&D gives you, and then you do whatever the hell you want with that character. Usually the game follows some sort of ploy laid down by the DM, but I usually run fairly open campaigns, with very little rail-roading. There might be obvious choices I expect you to use, but if you don't, I can adapt to what you want to do. I hope, in the end, that most of the story is built by the players, and I just give you the setting to do it in.
I think using 3.5 is going to be the best option, since it has more variety in classes and such, and since more people know it, and likely have books. If you don't have a book, go to Myth-Weavers. They have all of the rules that have been approved for open-source, which should be enough for now, at least. I believe it has most of the players handbook, which is all you need as a player. If you want to know something that isn't there, just ask me and I'll look it up.
Don't worry too overly much about combat. Since we're doing this online, combat would likely be a bit slow already, and complex fights would be hard without a grid. (which we won't use, unless there is a really big need, or we find one that's easy to use online or something) Just build your character so that he can do what you want him to do in a roleplay situation, and combat usefulness can be derived from those tools. This isn't a video-game character you're making, it's a real person, so they don't have to be super-streamlined for combat. (Something my normal players have yet to grasp)
Edit: Forgot to mention, but that site also has a great online character sheet, which we will likely use for this campaign. To use it, just register on the site. (it's free, no worries) Everyone will need a character sheet eventually, at least by the first fight.