Introductions
So if you are here, I would presume you've a bit of an idea what you are getting into, but to cover some basics. Adventures of Valerick is a Tabletop Roleplaying Game. You and group of friends, acquaintances, what have you, will be playing this together. One of you will be the GM, that is the Gamemaster. Their duty is to describe and paint pictures with their words of the world, the environments, the peoples, and how different events and activities effect them. The rest of you will be Players, that is you will make characters whom are set IN the world, and live out their lives. You are the....let us call them protaganists of the story. For better or worse for those around you, your actions will be a focal point of the story telling.
Some might say that makes you the heroes. This may very well be true, but that all depends on you and your motivations. This is a roleplaying game. No one said you have to be the hero. Perhaps you'd much rather go around and rob the rich for yourself, to become a wealthy tyrant. The choice is yours.
But remember, actions will have consequences. That is the job of the Gamemaster. To insure that the world around you reacts and changes around you based on both your actions and the passage of time. To create that sense of a living and breathing mental 'space' you all play in.
So how do we play?
Ahh, now that is the crux of it isn't it. Most of the 'playing' is done verbally. Think of it as collaborative storytelling. However, you will need a set of dice. I recommend a d20, d12, d10, d8, a d6 and a d4. A standard set of starting ttrpg dice for any d20 game you might be familiar with such as Dungeons and Dragons or Pathfinder. Besides that and a simple character sheet for whichever system you are manipulating the material here into. Though at a date TBD there will be a character sheet linked here designed for the setting and stitched together ruleset that Adventures in Valerick will inevitably become.
However besides those two things, dice and a character sheet, not much else is needed for players, or even for the GM. Anything else is merely extras, though nice to have. And the game is played by you simply informing the GM of what you are trying to do as they set the scenes, and them interpreting those actions (with aid of dice rolls sometimes) and telling you what the outcomes are, and back and forth you all go, players pursuing the plot by their own means, the GM interpreting the effects. Or perhaps the players decide to go on a wild left turn tangent from the plot, and now the GM is rapid fire improvising as we go along. The best part is, you the players, won't know. Because your GM shouldn't tell you, and often they will look the same. So its all good and good fun!
Using this 'book' such as it is
So in the following categories and articles will be all the players will need to create their characters, understand the basics of the rules they need to, and enough about the setting to give them some general ideas, hopefully, for a fun bit of background and backstory, though of course, work with your GM on backstory a bit, make sure the stuff you come up with is acceptable for the campaign. Some pregame rapport between players and GM is good and healthy, so don't be afraid to engage in that.
Now without further ado, go forth, and let us find out who you are, youngling, and get an idea of what sort of Exemplari of tales and songs you may eventually become!
Some might say that makes you the heroes. This may very well be true, but that all depends on you and your motivations. This is a roleplaying game. No one said you have to be the hero. Perhaps you'd much rather go around and rob the rich for yourself, to become a wealthy tyrant. The choice is yours.
But remember, actions will have consequences. That is the job of the Gamemaster. To insure that the world around you reacts and changes around you based on both your actions and the passage of time. To create that sense of a living and breathing mental 'space' you all play in.
So how do we play?
Ahh, now that is the crux of it isn't it. Most of the 'playing' is done verbally. Think of it as collaborative storytelling. However, you will need a set of dice. I recommend a d20, d12, d10, d8, a d6 and a d4. A standard set of starting ttrpg dice for any d20 game you might be familiar with such as Dungeons and Dragons or Pathfinder. Besides that and a simple character sheet for whichever system you are manipulating the material here into. Though at a date TBD there will be a character sheet linked here designed for the setting and stitched together ruleset that Adventures in Valerick will inevitably become.
However besides those two things, dice and a character sheet, not much else is needed for players, or even for the GM. Anything else is merely extras, though nice to have. And the game is played by you simply informing the GM of what you are trying to do as they set the scenes, and them interpreting those actions (with aid of dice rolls sometimes) and telling you what the outcomes are, and back and forth you all go, players pursuing the plot by their own means, the GM interpreting the effects. Or perhaps the players decide to go on a wild left turn tangent from the plot, and now the GM is rapid fire improvising as we go along. The best part is, you the players, won't know. Because your GM shouldn't tell you, and often they will look the same. So its all good and good fun!
Using this 'book' such as it is
So in the following categories and articles will be all the players will need to create their characters, understand the basics of the rules they need to, and enough about the setting to give them some general ideas, hopefully, for a fun bit of background and backstory, though of course, work with your GM on backstory a bit, make sure the stuff you come up with is acceptable for the campaign. Some pregame rapport between players and GM is good and healthy, so don't be afraid to engage in that.
Now without further ado, go forth, and let us find out who you are, youngling, and get an idea of what sort of Exemplari of tales and songs you may eventually become!
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