Welcome all! This is an experimental format for a new Lamentations of the Flame Princess campaign I want to run for you guys. The players I believe we have are Nathaniel, Jericho, Shivranjani, Eli, and Samantha (I, of course, am your humble Dungeon Master Jack).
Play will consist of you guys writing comments in the topical posts that I write. Whenever necessary, you can roll dice and write those results out in your comment (or use an online generator, whatever). When I think a certain post has finished its purpose, I'll start a new one and play will continue there.
During combat, I am going to create little map diagrams so you can see where everything is laid out. You tell me where you want your character to move and what they'll do, and it will happen. Generally, there will be a new post for every round so you all can see updates of position, etc.
So, first things first: time to roll up some characters! Before you decide what you'd like to play, a little background: you are all going to be starting out as new crew on board a smuggling ship. Events and decisions will occur from there, but I just want you to have a little flavor. I haven't decided whether to create my own world or just use a modified version of past earth. Any opinions can be voiced, no problem.
The seven classes available to you are Cleric (holy warriors who can heal and have access to miraculous spells), Fighter (exactly what it sounds like), Magic-User (wizards who can cast spells, and other such business), Specialist (skilled adventurers, have the most options for customization), Elf (mix of magic-user and fighter), Dwarf (incredibly tough fighters with a knack for architecture), and Halfling (wee little fellows, very stealthy and good in the outdoors).
You have six main abilities: Charisma (related to leadership), Constitution (related to hit points), Dexterity (related to ranged attacks and how hard you are to hit), Intelligence (related to some resistances to magic effects), Strength (related to melee attacks and feats of strength), and Wisdom (related to resistance to non-magic effects).
To start making your character, roll 3d6 six times. Assign these scores to the abilities above IN ORDER. You can then switch
one ability with
one other if you want to change what your character is good at.
I want to stress that
ability scores are not the be-all-and-end-all of your character. They have limited effect (less than traditional D&D) on your character's prowess, so don't worry about mediocre scores. If they are too bad to be kept, I'll tell you can you can re-roll.
That's about the start of it. Your first post can be your rolls and class decision (feel free to talk with each other about classes to get a good team). That is all! Best of luck.