Thursday, 11 January 2018

The Work Game

In a somewhat odd development, just as I'm in the process of bowing out of the Pathfinder game for the next few months some of my colleagues are keen to start up a game in a lunch hour at work. I'm not entirely sure it will go anywhere, especially as I'll be missing a month in the near future, but we'll see.

Since time is inevitably going to be very short, I'm not planning on adopting many house rules for the game. The ones I am planning to adopt are all of the same form:

  • Ignore encumbrance
  • Ignore Alignment
  • Ignore factions
  • Ignore Traits, Bonds, and Flaws
  • Ignore Inspiration. Instead, each player will have a single Inspiration token per level, which can be used on any d20 roll to cancel Disadvantage (if applicable) and instead gain Advantage on the roll. This can be declared at any time, even after success/failure has been declared to gain a reroll. Oh, and it can be given to another player if desired.

And that's it - basically, ignore a bunch of things so that we can focus on other things in the game instead.

For the moment I'm not planning on ignoring XP, since with new(-ish) players that can be quite beneficial. But it may fall by the wayside quite quickly.

(For the time being, the plan is to start with the adventure from the Starter Set, "Lost Mine of Phandelver", run for a few weeks until I'm away, and then consider doing a re-start after I get back to let the group stabilise and let people create their custom characters at that point. As I said, I'm not sure we'll get to that point.)

No comments:

Post a Comment