The Empire of Khodar and the Thelmor Dominion have been locked in conflict for generations. Some call it an ideological struggle between the two nations. Others call it a crusade by the Thelmor Dominion to expand it’s territory and convert heathens to their religion. The Empire of Khodar has had its own imperialist tendencies as well in their effort to expand. Either way, the two nations are constantly fighting. The surrounding kingdom’s try to stay out the way, lest they get swallowed up by one side or the other.
The latest conflict has just broken out a few months ago, and this time the Thelmor Dominion has employed mercenaries to supplement their zealous army. Normally the Empire of Khador has the advantage in numbers, but the mercenaries threaten to tip the balance. The counter is the reinstatement of the Black Company program. As the Empire of Khador has a problem with overflowing prisons, the government decided to put those able bodied men to good use. Prisoners can have their sentences commuted to military service, and if they survived their time in the army, they would be free men. Many convicted criminals jumped at the chance as many of them were to be sent to the headsman. The higher ups of course, intended to use these companies as cannon fodder. After all, they couldn’t have military trained convicts running loose at the end of the war.
Players take the role of convicts that are given the choice to serve in the Black Company or live out their sentences, be it execution or life in prison. The players start at humble beginnings, with little or no class. As they progress in their trials and tribulations in the Black Company, they find themselves and learn the skills of their trade. Skills learned would be unlocked via the choices they make and how they interact in the games encounters. Will they survive their terms and be free men or die on the battlefield?
Mechanically, the players start at level 1 or level 0 and earn their skills based on how they role play and choices made. Skills will be unlocked and in the beginning, and then later on XP will be rewarded for character improvement. The Window tends to be somewhat classless of a system and that is what the game will capitalize on for advancement.
The setting is grim and against the backdrop of war. Death is real and will happen around the players and perhaps the players themselves. Plot and story have the potential to be somewhat player drive based on the direction players wish to go. Certain background parts will be left vague in order to accommodate an expanding world.Expectations
My object for this game is to create a fantasy setting similar in flavor to Pathfinder but using a lite rule set to keep focus on the role-playing and storytelling instead of game mechanics.
Here are the rules for The Window
, and I will be using the Optional Rules as addressed in the conversion guide below.
Here is the current version of the Storyteller & Player’s Guide for Pathfinder
using The Window
Please ask any questions here in this thread.
Who I am looking for
I am trying for players that are interested in the story and role-playing their characters, rather than just rolling dice and posting actions. I am looking for interesting characters that are interesting to interact with.
Players should also want to play their character within a group, and not try to sacrifice the fun of the game by being strictly “true” to their character or causing artificial conflict to simply spice up interest.
Experience with the Pathfinder Rules would be most helpful, but with access to the PFSRD it is not necessary. Experience with The Window is not required either; it can be learned as we go.
I am expecting players to be able to keep active with the game, ideally posting IC with quality almost 2-3 times a week at a minimum. I rarely update on weekends. If a player is going to be gone for more than a few days, I would like to be notified in advance.
1. Combat in the Window is relegated to the status of just another scene, without a whole chapter of complex rules to manage it. In most stories, combat is nothing more than a fast and exciting byline to a larger plot, and it can be handled using the same simple rules used for everything else. Simply put, it is not about dice rolling, but about writing and describing the action.
2. There is no Initiative, so effectively I will resolve actions in the order they are posted or consider them to happen simultaneously if that is more appropriate in a situation.
3. Combat in The Window uses opposed checks and on the surface it can appear that it could slow down combat resolution. However, I am going to provide some meta-game information so you will be able to self-resolve some of your actions. You will roll your offense die and the opposition’s corresponding defensive die (including an applicable Armor Checks). So you will know if an action is successful. I will resolve the opposition’s Health checks when attacks are successful.
4. When the foes take actions against your characters, I will end up rolling your defensive and Health checks to determine the success and effectiveness. Because Luck can come into play by providing a means of negating or mitigating the opposition’s success, that will be left up to the players. As a last ditch effort, you can sacrifice a rung of Luck to negate a failure (effectively achieving an auto-success on the Health or Defensive check the GM rolled). Until we are all familiar, I will try to let you know when situations occur where Luck can come into play.