Post by pontifex on May 2, 2020 12:09:20 GMT -5
I thought I would throw this idea out there to see if we could rekindle something here. Our last reboot was a bit stale, and I think a lot of that had to do with lack of a clear objective and a lackluster start position. A time skip was a bad idea. Here are my ideas for a fresh start after retconning the last idea:
Our heroes return to their headquarters after inadvertently freeing Grindelwald where they are encountered by a dark wizard with an ultimatum: join him or else. The wizards may either comply, or fight back with only a small chance of escape, but a chance nonetheless. I'v storyboarded a campaign with a branching decision tree for four possible decision-making outcomes past this point, I'll be vague so as not to give away the whole thing:
1. Fight or flight in HQ.
2. Aiding in the infiltration of the office of the Aurors OR warning of it OR a combination of the two. (new players enter this phase under Hogwarts 7th year Auror apprenticeship program)
3. Detection/evasion from that office, OR effectively fighting off the threat
4. Trial or redemption based on outcome of decision 3.
*New Players*
The OG cast was joined by some newcomers last time who's plotlines have been retconned. You can either keep those stories in a new signup post and just change the names from the OG crew, or get a fresh start. Just get the back story approved and don't be too unrealistic about backstory. One option I thought up that people might like would be to have Dumbledore institute a 7th year Auror apprenticeship program - allowing for the senior Hogwarts students to join as Aurors in training - this will also be a good way to allow players with dead characters to jump back into the plot at any time. Those are just a few options.
Rules: All the rules are scrapped in favor of a sandbox style with the exception of the following
Temprements - choose one The effects of your temperament will grant you a bonus or malus given the particular situation your character is in, as well as how your character might perceive something (or have something shown to him/her). Each temperament may prove to be vital given particular situations.
Slytherin: Slytherins are associated with cunning, ambition and a tendency to look after their own.
Slytherin has produced its share of Dark witches and wizards, but members are not afraid to admit it.
Slytherins are always striving to be the best, something they have in common with Ravenclaws. However, Slytherins will never leave their own behind.
Gryffindor: The Gryffindor house emphasises the traits of courage as well as "daring, nerve, and chivalry," and thus its members are generally regarded as brave, though sometimes to the point of recklessness. Some Gryffindors have also been noted to be short-tempered.
Ravenclaw: Ravenclaws possess the traits of cleverness, wisdom, wit, intellectual ability and creativity. Many well-known inventors and innovators have come from Ravenclaw.
Students in Ravenclaw are noted for their individuality and acceptance of people and things that others would consider weird, as well as their outstanding intelligence. They can also be quirky and possess unusual intellectual interests. While others may be inclined to shun and ridicule such people, Ravenclaws generally accept and celebrate these eccentrics
Hufflepuff: Hufflepuff is the most inclusive among the four houses; valuing hard work, dedication, patience, loyalty, and fair play rather than a particular aptitude in its students. Hufflepuffs are known to have a strong moral code, and a sense of right and wrong. Hufflepuffs are usually accepting of everyone.
Combat Changes
1. Every character has 20 hitpoints.
2. One roll 1/10 for each spell cast. I'll take the difference and deduct it from your hit points. Protective spells reduce the maximum possible hitpoint damage of other spells to 1. This means battles are likely to be decided within three spells of being cast, wizard on wizard.
3. You can flee at any time by disapparating unless hindered by a circumstance or spell.
4. Most of our foes will prefer to capture us and use us, not kill us outright. Unless they have to.
List of spells - let me know if this link doesn't work for some reason
Our heroes return to their headquarters after inadvertently freeing Grindelwald where they are encountered by a dark wizard with an ultimatum: join him or else. The wizards may either comply, or fight back with only a small chance of escape, but a chance nonetheless. I'v storyboarded a campaign with a branching decision tree for four possible decision-making outcomes past this point, I'll be vague so as not to give away the whole thing:
1. Fight or flight in HQ.
2. Aiding in the infiltration of the office of the Aurors OR warning of it OR a combination of the two. (new players enter this phase under Hogwarts 7th year Auror apprenticeship program)
3. Detection/evasion from that office, OR effectively fighting off the threat
4. Trial or redemption based on outcome of decision 3.
*New Players*
The OG cast was joined by some newcomers last time who's plotlines have been retconned. You can either keep those stories in a new signup post and just change the names from the OG crew, or get a fresh start. Just get the back story approved and don't be too unrealistic about backstory. One option I thought up that people might like would be to have Dumbledore institute a 7th year Auror apprenticeship program - allowing for the senior Hogwarts students to join as Aurors in training - this will also be a good way to allow players with dead characters to jump back into the plot at any time. Those are just a few options.
Rules: All the rules are scrapped in favor of a sandbox style with the exception of the following
Temprements - choose one The effects of your temperament will grant you a bonus or malus given the particular situation your character is in, as well as how your character might perceive something (or have something shown to him/her). Each temperament may prove to be vital given particular situations.
Slytherin: Slytherins are associated with cunning, ambition and a tendency to look after their own.
Slytherin has produced its share of Dark witches and wizards, but members are not afraid to admit it.
Slytherins are always striving to be the best, something they have in common with Ravenclaws. However, Slytherins will never leave their own behind.
Gryffindor: The Gryffindor house emphasises the traits of courage as well as "daring, nerve, and chivalry," and thus its members are generally regarded as brave, though sometimes to the point of recklessness. Some Gryffindors have also been noted to be short-tempered.
Ravenclaw: Ravenclaws possess the traits of cleverness, wisdom, wit, intellectual ability and creativity. Many well-known inventors and innovators have come from Ravenclaw.
Students in Ravenclaw are noted for their individuality and acceptance of people and things that others would consider weird, as well as their outstanding intelligence. They can also be quirky and possess unusual intellectual interests. While others may be inclined to shun and ridicule such people, Ravenclaws generally accept and celebrate these eccentrics
Hufflepuff: Hufflepuff is the most inclusive among the four houses; valuing hard work, dedication, patience, loyalty, and fair play rather than a particular aptitude in its students. Hufflepuffs are known to have a strong moral code, and a sense of right and wrong. Hufflepuffs are usually accepting of everyone.
Combat Changes
1. Every character has 20 hitpoints.
2. One roll 1/10 for each spell cast. I'll take the difference and deduct it from your hit points. Protective spells reduce the maximum possible hitpoint damage of other spells to 1. This means battles are likely to be decided within three spells of being cast, wizard on wizard.
3. You can flee at any time by disapparating unless hindered by a circumstance or spell.
4. Most of our foes will prefer to capture us and use us, not kill us outright. Unless they have to.
List of spells - let me know if this link doesn't work for some reason