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We would definitively need a strong hunter as a bouncer. Regular is kind of hard since we fly around all the time.
If we want to run a 5 man bar that also flies, we probably need to do multiple things each. I guess i could play some instrument next to my tech skills?
And we definitively need some Twi'Lek Dancers, i doubt anyone would go into a bar without those. If noone wants to play one, can we get some NPC Twi'Lek Dancers? Also, someone needs to be the captain, since besides being a bar, it is also a ship.
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we also need that one band that plays that one song
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^There actually are 2 cantina songs, noobs. n_n And extensive disguise mechanics.
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I like the idea of being pirates and/or smugglers. We fly between planets in the outer sectors, taking jobs to smuggle cargo, people or anything else between worlds as long as the price is right. And if the price isn't right, maybe instead of delivering our cargo we sell it onto the black market and keep the fee as well. We are also opportunists, and a wealthy, undefended cruise liner is an excellent target to be relieved of their excess valuables. So basically we aren't very nice people. Those are my ideas that I think could be fun. I also volunteer to be the pilot of our ship.
Edit: Mid my reply everyone was talking about the bar idea, all good! (I still wanna be the pilot)
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As a pilot/captain, are you also the ships owner? Or are we communists who split the ownership of the flying bar?
Btw, our flying bar needs a cool name.
Also, i am pretty sure that it is hard to disguise a Gand as a Twi'Lek Dancer, no matter what you do.
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On March 16 2014 04:37 CrazyF1r3f0x wrote: It was Andrew that was the Egyptian belly dancer, I'm Ivan remember :D
Dammit. I blame being sleep deprived today.
On March 16 2014 04:38 Simberto wrote: We would definitively need a strong hunter as a bouncer. Regular is kind of hard since we fly around all the time.
Regular/bouncer could be the same thing in some bars I'm sure.
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On March 16 2014 05:36 Simberto wrote: As a pilot/captain, are you also the ships owner? Or are we communists who split the ownership of the flying bar?
Btw, our flying bar needs a cool name.
Also, i am pretty sure that it is hard to disguise a Gand as a Twi'Lek Dancer, no matter what you do.
I think we stole the ship as a group a long time ago before converting it into a bar, so none of us really own it. The only authority I have is what music is playing, because I'm driving.
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Well, owning is relative. We have it. So it's ours. Well, probably not mine specifically.
But this is genius. You were doing this bar thing in orbit around Gand (cause outsiders are rarely allowed on Gand), i got on board, accidentally insulted some guy, one of you saved me (and maybe convinced me that he is the king of the galaxy?), and i am now following that guy around because helping such a heroic man will surely help me make a name for myself. And you keep me around because i am useful in some way, maybe i am really good at fixing stuff. Or at playing some weird Gand instrument? Or both.
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Well my character was a commercial freighter pilot who always wanted the excitement of flying in the military. But for whatever reason she was rejected so she turned to the next best thing. Flying an illegal party ship from planet to planet :D.
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So another space adventure is over, our ship kind of surviving all the turbo lasers, and a lot of glory and Jagannath collected for the Trandoshan Goddess Scorekeeper after shooting down storm troopers and tie fighters. Now we turn to fantasy with Jack at the helm.
So there are lots of different monsters and creatures we can play, but I'm thinking I want to be something that's alive, because it's a lot easier to attach different motivations and such to those. I would also like to be somewhat mobile, and not attached to a dungeon or something too harshly, so we can go out and interact with people and things in the world if we want to, making it a lot easier to advance the plot. I'm actually thinking of being a big orc, who at one point fought another orc over the leadership of a band/tribe/horde and lost (through some cheaty goblin trickery) but managed to survive and then took his female(s) and orclings and left the tribe before the other orcs would have a chance to finish him off.
Then of course, realising life is a lot harder alone, would join whatever riff raff you guys want to play. Just as long as you don't eat my kids and wives. I am not at all locked to this idea though, and look forward to reading what Jack is probably about to post. :D
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Okay, we are playing the fair people of the underground, who were cast out by the sunloving butchers. Below is a PDF that contains all of the information for playing races. All of the compendium classes are basically prestige classes, and you can ignore them.
Character Creation
The basic steps for character creation are: 1. Pick a race from this document, be sure to remember your race's special rules in play. 2. Go to the list of "Possible True Facts", and either pick one, or think of your own. This helps add flavor and identity to your race as a whole. 3. Go to the Dungeon World SRD, pick out a class, and fill out one of these electronic character sheets (to fill out these character sheets, make a copy of the one whose class you are playing and save it to your google drive. 4. Post your character info here, we will fill out bonds before starting play.
World Creation
As elements are added to the map, you should draw them in the campaign map; I made the map 100x100, so there should be enough room for the dungeon internal map, and the zoomed out external map.
The world creation is also collaborative, first we should pick out the dungeon's general type: 1. A natural cave. 2. An abandoned mine. 3. An ancient tunnel complex. 4. An above-ground ruin such as a castle, temple, or windmill. 5. A peasant village near a stream. For now. 6. A twisted forest with many hidden glades. 7. Sewers under a city. 8. What we can carry as we try to make it to _____. The ____ ruined our last cave ("Dear GM, please screw with us. Signed, the players.)
Once we have an idea of the general location, we should have a internal map drawn. Each one of you should pick 1 to 2 items that you like from this list, 1. A stream running through the dungeon. 2. A special area of strange fungi. 3. An area to spy from secretly 4. A pond with blind white fish. 5. A garbage dump full of vermin. 6. An ancient crypt. 7. A crossroad or intersection. 8. Stairs, tunnels, paths, or bridges. 9. A secret way. 10. Numerous hidden traps. 11. A trap in a well-traveled area. 12. A colony of rats, bats or stirges who stir when the new creatures pass through. 13. The lair of a ferocious monster. 14. A cramped living area with a tribe of mostly Small & Sneaky. 15. A normal area with a tribe of mostly marauding horde. 16. An open area with a tribe of mostly towering brutes. 17. A crypt with mostly restless dead. 18. A meat store with a group of mostly hungry dead. 19. A more refined area with evil sunlovers, like bandits or assassins 20. A weird space, like a portal, a talking wall, summoning circle, or living statue.
When you pick out these features, write a bit on what this is, if it is a secret way, what makes it so secret? Where does it lead to and come from? Why is it there? If it's an ancient crypt, what is it a crypt of? What is in the crypt? How old is the crypt? A tribe of hill giants? What do they do? What is their ruling structure? How do they relate to the other denizens of the dungeon? You get the idea.
Then, we should pick out the surrounding features, once again, each one of you should pick 2 details. 1. A scary forest that is probably full of forestlurkers (elves). 2. A longbeard (dwarven) mountain hold. 3. A rival small and sneaky tribe 4. A rival marauding Horde or Towering Brute tribe. 5. A rival restless dead or hungry dead group. 6. The quiet farm where a murderous sunloving butcher (thief) has retired. 7. A sunlover castle. 8. A training academy for butchers (fighters). 9. A lake with tasty fish. 10. Earthcutter farms. 11. A sunlover inn. 12. A sunlover village or town. 13. A hairytoe (halfling) community. 14. A well-traveled road. 15. A twisty path. 16. An ancient and deserted road. 17. An ancient battlefield. 18. An isolated wizard's tower. 19. A road traveled by juicy caravans 20. A hanging tree with free mystery meat.
Same general idea s before, except on a larger scale, be sure to flesh out the features that you choose, use your imagination!
In the beginning of the first meeting we can establish the relationships between your characters and the worlds NPCs, for now you can take the week to do the above, and think about your characters.
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I am pretty sure it sucks in suckmarsh. (Btw, i love HILLS FOR THE HILL FOLK!!!)
Anyways, i think the main question you should ask yourself is why you are in this dungeon. Are you just living there because you like it, and it's a nice neighborhood? Are the evil fascist topsiders forcing you to be there, either by killing monsters who are not hiding, or as kind of a monster gulag?
Everything else should just follow from there on.
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Well also, let's get some more character ideas in here. Just something rough. What do you guys want to play? Dungeon ideas follow easily from that too. I've still got my orc thing in the front of my mind, and I could make almost any of the dungeons make sense, since I kind of left my old tribe and had to take what I could get. Once there I'd be a bit rooted because it offers protection, and moving females and orclings takes effort. Effort being something orcs want to avoid.
I think the funniest dungeon would be a sewer system under a city. Maybe some rat hunters, city planners or lost miners or someone broke open the wrong wall while doing whatever they were doing in the sewers, and opened up a hole into a another system or swamp, crawling with monsters and strange creatures and whatever else we want in there, who would quickly begin to expand and settle into the sewers as well.
Whatever we decide on, I'd want an area for my tribe of orcs. Doesn't have to be a huge group, but there should be some females and orc kids in there. The society of orcs I'm imagining is savage and extremely patriarchal. Orcs are valued by how big, strong and fighty they are, and the leader is most often chosen through combat. Females and young orcs are far down on that ladder, and have very little input into how things are run. Just a step above slaves, that are taken as often as is convinient. The orcs would also respect power in other races, such as giants, trolls and ogres, would probably fear the undead, but could through some low cunning try to use them to their advantage. They wouldn't look to any other race for a leader due to a fierce pride, and some amount of respect of tradition, but it wouldn't be completely unheard of for say, a crafty dark elf or necromancer to somehow seize command of a tribe, but for how long that would last is questionable. The orcs would have a belief in spirits and gods, and their shaman is probably the second in command next to the chief, feared for his magical abilities, and the abilities to interpret the will of the gods by consuming strange mushrooms and brews producing visions which could sometimes send the tribe into completely unexpected directions. Especially if the other tribe members participate in the religious festivities.
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But neither a necromancer nor a Dark Elf are very big and fighty, so would your orcs also respect other types of strength, not just pure physical prowess?
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Kind of. The way I'm thinking of the race is, they are quite stupid. They could be controlled by such powers, but it's not the norm. A dark elf could possibly trick an orc chieftan into a one on one combat over leadership and win, especially if this big and strong orc leader happens to be a particularly stupid one. A necromancer could pose as a shaman and outmaneuver the orc shaman. There would have to be some kind of domination, trickery or theatrics involved for the orcs to actually go along with it, but it could happen. The orcs are also superstitious, which goes along with why they let the comparatively physically weak shaman exercise control over them. Then again, the shaman probably actually has some orcish version of divine power or magic as well though.
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I second the sewer system under a city. As for details, sometimes we have to share our home with some bandit sunlovers that hide-out near us (no.19). As was suggested earlier, most of us moved in from the nearby swamp that connects to the sewer-system. Through this swamp runs an ancient and deserted path from a time long past (no.16) that winds along until it disappears into a scary forest (no.1).
I am a lizardman. We aren't as big and physically strong as the orcs or ogres, so we often don't get the respect we deserve. But there are a lot of us, like a lot. Also orcs and ogres are way too stupid for us to bother about their lack of respect. It doesn't bother me in the slightest, not even a bit. I don't need to prove anything.
Anyway like I said there are a lot of us lizardmen. We don't have a very organised society, but the people in charge are usually the most devious, whoever can manipulate the most others into working for them. That's when times are going well. When the going gets tough, lizardman society becomes little more than a free-for-all, survival of the fittest. The weak and careless are killed and eaten so that the strong and clever can survive.
Will add actual character stuff soon.
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On March 21 2014 14:52 HystericaLaughter wrote: As for details, sometimes we have to share our home with some bandit sunlovers that hide-out near us (no.19). Why would the bandits hang out under the city? Would it not be safer to just hang out in the forest or the hills? (note: I am not trying to say they can't be there, simply that you should provide reason as to why they are there, and furthermore, what is in that hideout, what is above it, why are they there, why don't you guys just overrun them?)
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Well, depends on the size of the city. Maybe they are not road bandits, and more city bandits (thieves, pickpockets, street robbers). As such, they would obviously want to live at a place that isn't too far from their usual banditing grounds, i don't think that street robbers commute.
Now, as to why they are not already eaten, the dungeons boss knows that if you kill and eat people, usually more come looking for them. And there is a whole city of them above, so that is something that they want to avoid. Noone cares about the odd beggar or single thief, but if a large group disappers, that tends to lead to problems. The robbers themselves don't really know of the size of the dungeon under the city, they think it's roughly 2 orcs and 3 goblins whose compound treasure consists of a few gnawed bones a really pointy stick.
But of course you would still really like to get rid of them, because the Boss also knows that after a few sunlovers appear, there are usually more following suit. You currently have this nice swampsewer thing going on, and large groups of armored guys with sharp things are bad for the real estate prices.
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On March 21 2014 16:06 CrazyF1r3f0x wrote:Show nested quote +On March 21 2014 14:52 HystericaLaughter wrote: As for details, sometimes we have to share our home with some bandit sunlovers that hide-out near us (no.19). Why would the bandits hang out under the city? Would it not be safer to just hang out in the forest or the hills? (note: I am not trying to say they can't be there, simply that you should provide reason as to why they are there, and furthermore, what is in that hideout, what is above it, why are they there, why don't you guys just overrun them?)
Ah but the forests are home to the elves, and the roads are well protected by the king's soldiers. No, it is surely safer to hide beneath the city itself. Also we are under a large city, and the sewer system is quite expansive so we don't meet the sunlovers often. However when the two groups do stumble across each other blood is certainly spilled.
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