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 Post subject: Level 0 questions
PostPosted: Wed Feb 28, 2018 8:46 pm 
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Ill-Fated Peasant

Joined: Mon Mar 23, 2009 6:51 am
Posts: 4
Was wondering how this works in actual execution. Do the players play their 3-4 characters all at once? Do all 4 go on the player's initiative? Was hoping to find some play examples/campaign journals with more details, but couldn't find any. Any assistance would be greatly appreciated. Thanks.


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 Post subject: Re: Level 0 questions
PostPosted: Thu Mar 01, 2018 4:26 am 
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Wild-Eyed Zealot

Joined: Thu Feb 19, 2015 4:33 pm
Posts: 50
Yes, players run all 3-4 characters at once. Initiative is by player, with each player using the best character initiative modifier for their group.

The zero levels often end up being a sort of gestalt character for the first part of the funnel.


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 Post subject: Re: Level 0 questions
PostPosted: Thu Mar 01, 2018 6:09 am 
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Far-Sighted Wanderer
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Joined: Mon Jul 21, 2014 9:48 am
Posts: 29
Location: Toledo, OH
What Davethelost said. You play all your zeroes at once.

Seems like most GMs have the players use the best initiative in their group of zeroes, but I've also seen some GMs use the worst. I once made the mistake of having each player track their zeores' initiatives individually. That was an epic mess.

As a player I like giving my group of zeores a common background--they're all siblings, they all have the same mysterious tattoo, or they're all part of the same bridge club. Light roleplaying the banter between my zeroes is also great fun.

_________________
-Josh Burnett-
Bernie the Flumph


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 Post subject: Re: Level 0 questions
PostPosted: Thu Mar 01, 2018 4:42 pm 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 3343
Location: Left Coast, USA
FLGS: Bizarro World
Devastation Bob wrote:
Was hoping to find some play examples/campaign journals with more details...

This was a funnel run on these boards a year ago:

http://goodman-games.com/forums/viewtopic.php?f=79&t=47582

_________________
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

PbP Purple Planeteers!

Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7 • AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd

Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11 • AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd

Toby • Squire
S13 A10 S14 P15 I16 L9 • AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob

Kelven • Smuggler
S14 A8 S11 P12 I7 L10 • AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp

RIP
Stinky Pete, Ostler — Spine snapped by tackling Kith


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 Post subject: Re: Level 0 questions
PostPosted: Tue Apr 17, 2018 9:29 am 
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Far-Sighted Wanderer

Joined: Mon May 23, 2016 6:31 pm
Posts: 36
FLGS: Comic Connection
Last time I played, I wrote one number or letter or a symbols on a bunch of dollar store poker chips.
Shuffled them up. When there was an encounter I would assign numbers to each player and letters to each monster and symbols maybe for the big bad boss.
Shuffle them up.
Then draw one at a time to see who went first, then put the poker chip to the bottom of the stack.
I did this prevent fights over ties the only unfair bit was there was no bonuses given to the initiative roll.

You can do the same with a black bag and let the players draw one out and seal their own fate ;)


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