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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 03 Aug 2010 :  22:57:35  Show Profile Send Nicolai Withander a Private Message  Reply with Quote  Delete Topic
Hey...

I had a talk with one of the other PCs in our party, and we talked about the problems of wanting to do different things. I, as a mage, wants to spend a lot of time studying and researching obscure knowledge. Our Paladin wants to build an empire. Our Barbarian/Druid wants nothing to do with civilized areas or people, so he has become a pirate, and our rogue... well he's no sure!

I was just wondering about how all of you have dealt with that sort of challenge or problem!

I called this post "running the years" because well my mage could, and would like to spend years in concentrated research, but the problem is how to stay in the same time-line when wanting such different things.

If anyone would or could give me any ideas as how to "fix" this, it would be just dandy!!!

Thanks

Kentinal
Great Reader

4702 Posts

Posted - 04 Aug 2010 :  00:34:14  Show Profile Send Kentinal a Private Message  Reply with Quote
In some ways hard to answer, in part because of the DM having things planned.

It is not uncommon for PCs to establish a realm, tower or guild attracting followers as well. These become base of operations as the PC perfects their skills.

At the higher levels it clearly is reasonable that the
Paladin build a castle and acquire lands to protect.
The Druid clearly should have an affinity for nature, thus desire woods to protect.
The rogue, likely would like a guild to gain followers to train and also protect him/her.
Your mage wants a place of solitude in order to do magical research, a tower clearly a traditional location (other options exist including being in the realm the Paladin establishes).

If the party does not fall apart because of different goals, there can be a mutual defense pack among the 4 players, coming at the call of others when a major problem occurs. There of course is the option of all players wanting their own personal game session because of different goals (No DM really wants this that I know of).

The best idea I can offer is that the 4 settled down in the same area. The Druid can bless the fields to increase crop yields, however in general will not care about other issues of the realm.
The rogue might set up a guild in Paladin realm, though might be wiser to set up nearby having the right to seek protection should there be upset. In addition the rogue clearly can spy out the lands and advise the Paladin as to possible dangers.

Your mage can either be is Paladin realm or just near it.

As for passage of time, that can be a little hard. However building a realm takes years, building a guild takes years, learning a forest takes years, magic research takes years.
The best answer I can offer is that play be by something like months instead of hours or turns. The play more like interludes as to acquiring minions or servants. Placing the four PCs close together clearly allows them to combine against a great danger (something the DM would likely prefer).

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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Rhewtani
Senior Scribe

USA
508 Posts

Posted - 04 Aug 2010 :  15:33:09  Show Profile Send Rhewtani a Private Message  Reply with Quote
You're the wizard, right?

Well, you're best served by researching ancient artifacts of rulership - the scepter of kings, the crown of brilliance, whatever - for the Paladin. When researching it is best if you cross off any such relic that might be on your ... side of the continent. Mark them off early, or the paladin will get suspicious.

Find out basically where the item is and propose to the group that you travel there by ship. If it's an inland destination, just fudge the details a little. You need to travel to port X to find this relic. When you get there, continue on that from port X you need to travel to city Y and ruins Z.

Travel by ship should take considerable time. If the trip is moving too quickly summon something to attack and damage the sails/rudder/oars or whatever. You don't want to sink and you don't want such disastrous damage that you need to pitch in on the repairs.

Your barbarian is learning seamanship, your paladin is on a quest to ruling an empire, your rogue is hanging out (and you should talk to him about setting up a guild - if he can get in on the ground level, he's going to do well hiding it from the paladin).

And ... you've got months upon months of more or less uninterrupted spell research.

This dilemna was faced by the two wizards in our party several years ago. We happened to have a mirror that could transport us to anywhere ... more or less and a couple of teleports to boot. So, getting anywhere was easy. Nonetheless we did a circuit around 2/3 of the scarred lands (the other way was faster, but we added some stops for some of the other members of the party). We just kept our various means of rapid conveyance to ourselves and only used it in emergencies. We more or less doubled our spell knowledge before the next planned adventure.
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 04 Aug 2010 :  20:07:59  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
At the moment, our paladin is getting a Cathedral build, and we want 1,5 years to pass, hvile the building gets finished and I finish my lvl 10 spell! But how do we do that, when the other players dont have anything to do for 1,5 years??? Thats a real problem!
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Rhewtani
Senior Scribe

USA
508 Posts

Posted - 04 Aug 2010 :  20:46:04  Show Profile Send Rhewtani a Private Message  Reply with Quote
Turn them to stone.
Cast an area dispel (which shouldn't work, right?)
Tell the paladin that your first attempt did not succeed at returning them to life and that it could be a special kind of flesh to stone that would require a more powerful spell or a simply a specialized form to succeed. Tell him you will do spell research and get back to him.
Go back to researching your new spell.
When done, cast stone to flesh and tell him your spell worked.

At least, that's how you do it without lying...
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Kentinal
Great Reader

4702 Posts

Posted - 04 Aug 2010 :  22:03:35  Show Profile Send Kentinal a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

At the moment, our paladin is getting a Cathedral build, and we want 1,5 years to pass, hvile the building gets finished and I finish my lvl 10 spell! But how do we do that, when the other players dont have anything to do for 1,5 years??? Thats a real problem!



I see three basic options, though there can be others.

1) Ask the players to offer a 1.5 year plan, developing tribe or guild.

2) Send the two on a long trip, maybe the Paladin or the mage needs something that is far away. Distance equals time, 8 months out and 8 months back with maybe a month or two adventuring will use most of the 1.5 years. This is splitting the party and they might increase in level. Any such mission of course needs to have interest to the PCs

3) My least favorite, have the two PCs start a short adventure and they get captured, turned to stone or suffer some other event that takes the PCs out of play for the 1.5 years.

I would offer option 1 to the players, however if they do not want to Realm build (in their own way), offer then number 2 as best option. They of course might agree to option 3 and be willing to pick up after the time has passed.

There still is the option of they working with the Paladin and Mage in Realm building, being part of the planning.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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woodwwad
Learned Scribe

USA
267 Posts

Posted - 04 Aug 2010 :  22:43:59  Show Profile  Visit woodwwad's Homepage Send woodwwad a Private Message  Reply with Quote
I run a 3.5 FR game on Friday nights. This current game has been running a little over 2 months. I've take it from dr 1369 to dr 1373 in that time (yes, I track days), I find it is important to give a lot of down time, have a month or two pass between "important things," in the game. In that time give the players a chance to tell you what they are doing & maybe give each one a scene. I might run a small market place scene for my merchant character, a scene about learning new spells & doing research for my illionist/rogue, a scene for my heretic of grumbar to convert a group or get in a fight with a priest of another religion, a scene with my gith monk gets some training from another monk. I do the same thing for learning skills, getting training, learning new feats, ect. Downtime is a huge help in making the game believible as it really would take years for pcs to earn levels. The highest pcs in my game are 5th & that's with 4 years of game times.

So my answer is downtime with recaps & then reasons why they players have to get back into action. Hope this was of some small help.

Check out my reviews on youtube of Forgotten Realms and other rpg products. http://www.youtube.com/user/woodwwad?feature=mhum
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 05 Aug 2010 :  16:01:31  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
This is great info...

I have talked with one of my friends about the possibility of giving exp for doing stuff, like leading troops for our paladin, getting a guild organized for our rougue, and well year, teaching for my mage...

It might then be a way for all of us to get something out of downtime!!!
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