Games added by Scott

Scott

Description

I've been GMing since 97 or so, cut my teeth on AD&D 1st ed. I go above and beyond for my players. I have Transformers, D20 Modern, Pathfinder 1e, Vampire the Masquerade (not 5th ed), Palladium Robotech (old), created d20 Modern version of Robotech.

Tabletop RPG
Tabletop RPG
VtM
Vampire: The Masquerade
Online
Campaign
Vampire 20th anniv Chicago(DA disciplines)
Players
6/6
GM
1/1
Vampire: The Masquerade
en English

Vampire 20th anniv Chicago(DA disciplines)

Homebrew Homebrew
Roleplay focused Roleplay focused
No politics of any kind: right, left, sexuality, real world religions, excessive feminism/whatever etc not allowed, if you have a need to make a fuss about that, you will be kicked out. It's perfectly fine to have those views, but don't bring them to the game (this is meant to be fun, social, intellectually challenging). If you have major psych problems that get in the way of simple social interaction (explosive outbursts etc) don't contact me. I do ask for telephone number just in case of you not showing up to game and you didn't tell me otherwise. Emergency stuff, like if you get sick or something. I do care about my players! I have been GMing since 1997 or so, cut my gaming teeth on AD&D first ed. I go above and beyond for my players. I am very adept at teaching, btw. This campaign is on Mondays at 6pm Central time Discord video chat, but we could change time/day if the other players are willing and able. Gimme a heads up the day before canceling a game, always be ready to play at least 75% of the game sessions. You gotta make the characters WITH MY DIRECT ASSISTANCE as I make sure they fit with the group and campaigns, plus I give out extra benefits. No twinks (must have absolute power immediately types), but I will assist you with the math to make a potent PC as possible. Lots of stupid puns and jokes. My campaigns tend to be accidentally lethal, and my NPC's tend to react within the bounds of their Intelligence scores, and ruthlessly so. I poke players into beefing up their defenses in the low levels (in between game sessions), and I am adept at teaching, I value intelligence and wisdom in a player. I have no problem with potent PC's, so long as they play well with others and make sense. I tend to be very helpful in between game sessions, giving as much relevant info as possible without spoiling the plot, with less info for veteran players. Quite military friendly, as my NPCs tend to react realistically and tactically. I am extremely good at teaching, not just game mechanics but also tactics, even interaction with fellow players. During game sessions, I play all my NPC's to the hilt, so if they are actively trying to kill your PC, that's how it is. I rarely fudge dice results, when I do it's for drama's sake, trying to make the game exciting and interesting. Vampire has difficult to make characters, as it demands more thought. However the game play dice mechanics/rules are easy as heck. The hard part is that it demands more forethought to play, because there's a lot of deceptive NPCs, including your own. It is oddly more ethical/moral than medieval fantasy games by far, even though you don't play a hero normally, and even though you're a vampire feeding on humans and aren't human yourself. It's darker I suppose, lots of intrigue and figuring out what is really going on. Kinda like watching Babylon 5 or Dune, you have to take notes to recall everything that could be vital later. A LOT less combat than medieval fantasy games! It's rare, but nasty when it does occur. Maturity is advised. The modern day core rulebook is the one you want to spend time reading for the lore, but dark ages will have the discipline dice mechanics. Also, the Book of Nod will feature in the campaign. VERY DETAILED homebrew campaign that can be changed if you do exactly the right things at the right time, you will want to take notes to refer to later on, no exaggeration. RIght now they are in late 1989, you will get their average xp to start with. You even get free generation if I can find a sire, an extra dot of disciplines, and 5 extra freebie plus 2 merits (Potent Aura, Common Sense/1 dot of Status). I give free Generation if you take from the official list. This can vary wildly based on what the two of us come up with (you dictate the parameters, I figure out how to make the mechanics do what you want and tell you about potential problems, and I pick out flaws so as to give you your own story arc). If you take from the Obscure list, you can buy your generation to 7th if you blow 6 background points on it.  Still gotta pick up Mentor for your sire, though.    I had to make tiny changes to V20 to make it simpler, faster. Like Celerity, Fortitude, Potence. Also I don't use crap like Awareness, Larceny, and I kept the damn Linguistics skill as it is needed. That kind of thing. I even have combat rounds with meaningful character speed when I gotta be aware of the local terrain/number of villains etc. The Giovanni I replaced with Cappadocians and Lamia, as the Giovanni were megalomaniacs and incompetent besides, plus they don't seem to be at all relevant to any setting. The Ravnos I replaced as being totally divorced from the rest of the game, they don't have any influence, and seem to exist solely for troublemaking players. So, they got booted in favor of the Salubri, who actually ARE useful. Finally, I outright replaced all Setites with Baali, the latter are a much better written, and much more competent version of the Setites' Lovecraftian "I wanna bring demons into the world" schtick.  I noticed that if you played the Sabbat as written, they'd be wiped out entirely by werewolves, human hunters, and the Camarilla long ago. Worse, if they somehow managed to survive, they'd be discovered as vampires by humanity BECAUSE of their silly anti masquerade antics. On top of that, eating one's elders is a bad idea. All the Sabbat had was neonates and super buff elders, nothing in between. That means their stated purpose was a shambles. I changed their purpose to (eliminating the focus on fighting clan founders) dominating humanity, making humans into slaves. The Black Hand has been subsumed into the Sabbat as a whole. Official list of clans/bloodlines you can take in Chicago compatible with the group as it is: Nosferatu (must take Dark Fate flaw), Toreador, Ventrue, Brujah, Gangrel (Sabbat), Malkavian, City Gangrel (Camarilla), Tzimisce, Gargoyle, Caitiff (Anarch typically), Assamite (Milwaukee Sabbat) Obscure list (you can take them if you want, but you won't have support from fellow clan members in Chicago): Salubri (Warrior and very Camarilla), True Brujah. if you pick from the official list, I can give you free generation, but you gotta also pay for mentor ratings. If you pick from the obscure list, you can BUY up to 7th generation, but you blow 6 dots to pull it off. You will likely still need a mentor though. Caitiff are interesting, I made them able to teach ANY discipline they learn; normally the 13 clans can only teach their clan disciplines. A Tzimisce who goes Camarilla eventually has huge story potential, and could aid the group extensively via Vicissitude 2, Koldunism (need a level 3 ritual late in the campaign), and Animalism to hose over werewolves and aid the party vs frenzy. Brujah, Toreador, Ventrue, and the healer version of Salubri, True Brujah all have clan access to Presence, and level 3 of that power requires Appearance being high..... A Tremere is possible, but you'd need to be a diehard Anarch (meaning the local Tremere want your keister dead). Got a Cappadocian (a hospital morgue doctor), Salubri (one healer(an FBI agent), one watcher (a homicide police detective), and Lasombra (an amateur boxer and criminal lawyer, he wants to go Camarilla), and the new player took a Lamia, she's a former archaeology student. Just got a Tzimisce registered nurse, he's into Vicissisitude for fun and kinky profit, he also grabbed Celerity clan access, and grabbed Koldunic sorcery Way of Earth too. Said Tzimisce wants to go Camarilla as well, but first he has to sweet talk Chicago into also taking in his sire not just himself. WE ARE FULL UP IF THE NEW PLAYERS WORK OUT, SORRY. If this changes I will update this post. If you don't know the clans, I can give you information but you will need the core rulebook, the dark ages core rulebook, tome of secrets, and Erciyes Fragments books. Also a total of 20 d10's, basically two matched sets of 10 d10's, but the 2 sets cannot match each other. Preferably translucent dice, not solid. You will want a spiral notebook and a mech pencil with a white eraser preferred (its gonna be a super complicated campaign lasting at least 2 years of weekly sessions). A plastic page protector for the character sheet, and a wet erase marker. I also run Pathfinder 1e campaigns.

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Tabletop RPG
Tabletop RPG
PATH1E
Pathfinder 1
Online
Campaign
Carrion Crown late game, then Iron Gods campaign
Players
5/6
GM
1/1
Pathfinder 1
en English

Carrion Crown late game, then Iron Gods campaign

Newbie friendly Newbie friendly
Homebrew Homebrew
PF1e tends to be combat focused, lots of teamwork, but there's puzzles, riddles, investigation too. I don't charge money, game time is Fridays at 6pm central. I have been GMing since 1997 or so, cut my gaming teeth on AD&D first ed. I go above and beyond for my players. This campaign is Discord video chat, but we could change time/day if the other players are willing and able. Don't worry about the mechanics, they are a lot easier than most believe, I am a good teacher (or so I have been told repeatedly over decades). I do not use a VTT. Tried. So I draw it out on a wet erase board, and if there's few enemies, I don't bother and keep it in my head (I have the IQ to be able to do so, and then some, whether I like the idea or not). NO FURRIES! Thought I should mention, no other GM I ever heard of even online has thought to link a campaign to time very consistently. Me, I break it down to years and months, and give the campaign a definite ending and thus a conclusion to the storyline (Vampire the Masquerade). I am THAT relentlessly thorough! Same goes for Pathfinder. Lots of stupid puns and jokes. My campaigns tend to be accidentally lethal, and my NPC's tend to react within the bounds of their Intelligence scores. I poke players into beefing up their defenses in the low levels (in between game sessions), I value intelligence and wisdom in a player. I have no problem with potent PC's, so long as they play well with others and make sense. I tend to be very helpful in between game sessions, giving as much relevant info as possible without spoiling the plot, with less info for veteran players. Quite military friendly, as my NPCs tend to react realistically and tactically. I am extremely good at teaching, not just game mechanics but also tactics, even interaction with fellow players. During game sessions, I play all my NPC's to the hilt, so if they are actively trying to kill your PC, that's how it is. I rarely fudge dice results, when I do it's for drama's sake, trying to make the game exciting and interesting. We are gonna finish up the Carrion Crown campaign first (in the middle of the last book in the campaign,15th level (We could use people to take over the Paladin and the Wizard for a single experience level to finish the campaign), but with Iron Gods you can pick what you want for the most part, as only a few of the classes have been taken(unchained rogue, gunslinger, cleric, all 3 are female PCS but only one of them is run by a female player, just to show YOU the sex attribute modifiers are actually useful and the new player is thinking up a melee warrior of some kind). Could use a Iron Gods Wizard/Technomancer off the top of my head, the whole campaign seems to be built around the prestige class. Gimme a heads up the day before canceling a game, always be ready to play at least 75% of the game sessions. You get high attributes (25 point buy), and max starting gold normally, but you gotta make the characters WITH MY DIRECT ASSISTANCE as I make sure they fit with the group and campaigns, plus I give out extra benefits (like gear).  For example, since Carrion Crown has lots of undead, don't do anything that imposes mental conditions, you need really good saving throws. Iron Gods has much the same problem with robots, undead. I have a giant list of races available, some of which are androgynous, others exclusively male, others exclusively female, all of which are official save for 2 (Sylvan elves and Trollans). I instituted sexual dimorphism attribute modifiers to get players running more female characters, right now for example in Iron Gods we will have 3 female characters and likely one male, but played by players of either biological sex. Subtract 5 points from Strength for female characters, and add 2 points of Constitution, 2 points of Charisma, and 1 point of Wisdom. Please note that Elves, Drow, Gathlain, Ghoran, and Wyrwood are not subject to this ruling, so there is no difference mechanically between male or female characters for them. Interestingly, female characters are mathematically better for Oracles, Clerics (so long as you stay away from melee combat), Sorcerers, Psychics, Mesmerists, Gunslingers, Mediums, basically anyone that doesn’t need a high Strength score, and could use the increased Constitution, Charisma, and a little bit of Wisdom. Yes, there are cheap ways to dramatically increase your carrying limits, I can show you. Skill based classes like the Rogue and Bard tend to be a mixed result, since a low Strength impacts carrying limits, Climb, Swim, and sometimes Intimidate. Male characters make better warrior types, so Fighters (melee and bows but not crossbows), Paladins, Samurai, Barbarians, Monks, Cavaliers, Inquisitors, Rangers tend to be male. Basically it pokes men into running characters that think in a more indirect, feminine way, and women into thinking in a more masculine, direct way by poking them into classes that have the right mindset/tactics. Banned Classes/Races Summoner (and Unchained version), Arcanist, Bloodrager, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Swashbuckler, Warpriest (this is all of the Advanced Class Guide), Vigilante, Shifter, all mythic paths are banned permanently (broken ruleset). Half-elves, Half-orcs are banned permanently; they are too mechanically similar to humans and don’t make sense genetically. Note that I never allow 3rd party (non Paizo) material (unless I honestly think they are balanced and appropriate but you gotta ask first), and I do not allow material that I don’t have access to personally. I am willing to get new material, however. I am the same way about the Gunslinger (need advanced tech available), Ninja(very culture centric), Samurai(very culture centric), Antipaladin (evil aligned only), Assassin (evil aligned only) classes. For example, we are eventually gonna play Iron Gods, and you get access to alien guns so the Gunslinger is welcome, one player made a brine changeling (all of them are female) example already. I won't run Rise of the Runelords since I just got done with that, ran the whole shebang.  These are the Pathfinder campaigns I have: Rise of the Runelords, Jade Regent, Shattered Star, Return of the Runelords, Reign of Winter, Mummy's Mask, Iron Gods, Curse of the Crimson Throne, Skull & Shackles, Hell's Rebels, Ruins of Azlant, Carrion Crown, Tyrant's Grasp, Strange Aeons. The difficult campaigns I have access to are Council of Thieves (3.5 have to adjust it), Giantslayer (kinda boring starting book 4 for the GM), Goblin adventure series (very short), Hell's Vengeance (evil aligned PCs), Kingmaker (3.5 have to adjust it), Second Darkness (3.5 have to adjust it). Only a few APs exist that I won't run period.  That’s not even counting the dungeon crawl classics adventure modules. Reign of Winter will let you see 18th level since I tacked on a module at the end, Carrion Crown only 15th, all other PF campaigns 17th. We have a Ranger (archer), but the player is down for the count for medical reasons. There's already a Cleric, Bard, Paladin, as well. There's a newbie running the paladin, and we need someone to run the Wizard. No gestalt classes, nothing outside the list below. Each new campaign, take a different class and role. Only 10 encounters left for Carrion Crown. These are the Pathfinder classes I use: Warriors: Unchained Barbarian, Unchained Monk (very culture centric, but there are rare outside examples), Paladin, Fighter, Ranger (and possibly Gunslinger if I run Iron Gods or Reign of Winter, Samurai if running Jade Regent), Cavalier Skill Monkeys: Bard, Ranger, Unchained Rogue, possibly Ninja if running Jade Regent Divine casters: Druid, Cleric, Oracle, Inquisitor Arcane casters: Sorcerer, Wizard, Witch, Alchemist, Magus Psychics: Kineticist, Medium, Mesmerist, Occultist, Psychic, Spiritualist No politics of any kind: right, left, sexuality, real world religions, excessive feminism/whatever etc not allowed, if you have a need to make a fuss about that, you will be kicked out (all sorts tend to be in my groups). It's perfectly fine to have those views, but don't bring them to the game (this is meant to be fun, social, intellectually challenging). If you have major psych problems that get in the way of simple social interaction (explosive outbursts etc) don't contact me. I eventually ask for telephone number just in case of you not showing up to game and you didn't tell me otherwise. It's for emergency stuff, like if someone gets sick or something and I gotta cancel the game. I do care about my players! And yes, I am meticulous about not calling for funsies. Now, you won't always be able to take the general role you want, because of what other players have taken, it's rather important for you to have your niche. So, if you pitch in by taking the role that's needed, I give you first shot at whatever class you want when the next campaign comes up. If your PC makes sacrifices for the group, like blowing feats on magic item creation, then I try to throw nice things your way during the games. For example, I might let you have a fancy magic item that will benefit you in the long run right away, but still charge you the crafting price (not base price) to keep things balanced.

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