Getting Started - All You Need to Read (Including RTJ)
PLEASE NOTE: At this time, the game is full - but I am happy to put you on a waiting list if there should be an opening.
Behold, O noble souls, the saga of Dragon Hold: Council of Dragons, where the very fabric of existence quivers beneath the majestic wings of six timeless behemoths! Here, within the hallowed ruins of Dragon Hold you rule under a mountain.
Dragon Hold is an Ancient City of Fallen Titans, the echoes of an age-old conflict still resound. Once, the Titans strode as divine demi-gods, commanding dragons, demons, and elementals with the authority of gods. Yet, their pride led them into a war of cosmic magnitude, and their legacy crumbled into dust.
But lo, the Dragons endure, bound by the ancient curse to stand as eternal sentinels over Dragon Hold, where titanic marvels once towered over the land. As an Elder Dragon, you wield dominion over Dragonkin priests and three tribes of Goblins, your word a thunderous decree that shapes the very destiny of this realm.
In Dragon Hold, the Chronicles of the Elder Dragons unfold through the system, a realm where statistics pale before the radiant brilliance of narrative prowess. Here, amidst the swirling currents of fate, players immerse themselves in the grandeur of strategic deliberation and the artistry of immersive roleplay.
(In other words: We focus less on statistics and dice rolls, and more on roleplay. I "black box" the system so that players focus on capabilities and outcomes without tracking details and accounting.
This game is light on tactical combat, and puzzles and offers no direct dungeon exploration. Instead, you send forth your champions and minions to do your bidding. The players share a domain and decide collaboratively much like an adventuring party would on the future of their kingdom.
Embrace your destiny as an Elder Dragon, and etch your legend upon the annals of Dragon Hold...
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Why?
I've played so many "I was paid by a guy in a tavern, to die in a dungeon" games that I wanted to play a reverse dungeon where players take the role of the powerful rulers of said dungeon - dealing with pesky adventurers come to steal their treasures, or internal conflicts between their own minions, setting their own agendas for the future as they send forth champions to explore and adventure.
However, I couldn't find anyone who was running a game like that.
I created this one.
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Freeform?
There are freeform RP threads for general roleplay, and then we approximate table top during "Events" where it matters.
In Freeform, players often go round robin and complete a type of ongoing fiction story. In the event threads, players will get an opportunity to discuss and decide their actions collectively and the (GM will roll dice behind the scenes if necessary) and move the action along by processing everyone's actions together. This allows players who do not post frequently to still participate.
In Freeform, let's say you meet a Chaos Lord and the first player to respond chooses to eat said Chaos Lord before he gets a chance to say why he visited. They may even determine that they digested the creature without giving other players a chance to intervene.
In Event Threads, the players will have an opportunity to consider the relative merits of eating their visitor together, and should someone choose to do so anyway, I'll give the other players the opportunity to intervene before it happens.
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What system are we using?
I've read hundreds of systems in my life. I've determined that using "NO" system is better for this kind of campaign. I am simply going to tell you about the hundreds of goblins living in three clans within your domain and their relative strengths and weakenesses rather than give them a collection of stats.
I am also not going to tell you how many arrows or casks of wine you have in your treasury. I am simply going to give you an idea of how well stocked you are and we'll RP that.
I have discovered not only is it intimidating to learn a new system, but also that one reason epic games like this fail is that they begin to become weighted down as the players expand their domain. I want you to feel like Elder Dragons - not accountants tracking arrows and silver pieces. You have a HOARD of wealth - it would take a lifetime to count it all and by the time you did, some of it would be stolen, spent or added to and you'd have to start all over again.
It's about capabilities and outcomes - with a focus on role playing over roll playing - so while there are dice- you simply say what you want to do/have done and you will know what your character knows about your chance of success. There is no point in creating elaborate charts to rank stats from and then translate a "12 out of 20" back into real world equivalent for this game. Instead, we will just deal with the real world equivalent.
I will use fair dice rolls behind the scene, but I am more interested in role play over roll play.
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How many open positions are there:
Six
I'll post the RTJ, and other notices that help round out the game's history, maps, NPCs and players. Feel free to read the other threads at your leisure. I want a relaxed game that is not going to stress anyone out.
Note: Once the game starts, I may ask new players to take an existing role/take over where someone left off, but I'll allow you to put your own spin on the character. If not, I'll make a concession and have the next oldest dragon step into the council.
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Is there PVP or Solo Play?
While I will not stop you from fighting fellow players or foiling their ideas, understand that everyone comes to the game for a good time. If you are spoiling their fun and trying to be disruptive that isn't "fun" or cool. I will give you enough adversaries both internally and externally that you should (hopefully) See your fellow players as allies.
I do not intend to create solo games for six players to exist in the same campaign world. I intend to create one setting and have six players react to situations together collaboratively.
What are my clases/powers
You were educated by the Titans in ancient lore and speak many languages, and have keen intellects, but you have no particular skills such as artificing or dragon forging. you cannot polymorph, and you cannot use spells. You are cursed to remain in the mountain and often perch upon the grand buildings inside the ancient city. The cavern is big enough for you to fly around, but as an Elder Dragon, you rarely need to move - food is brought to you by your minions.
Players start with approximately 30 dragonkin that serve you including one personal champion (that you will choose or inherit as part of the game) and a vast shared hoard of wealth.
There are approximately 35 other dragons and colors of various ages within the city.
This is not a statistical game where we need to track statistics, but you have the power to rend apart entire cities or armies should you ever have the opportunity and inclination - even with out your devastating breath weapon - you are a formidable dragon that few would ever dare challenge.
This message was last edited by the GM at 15:47, Wed 13 Mar.