|
Post by meribson on Feb 12, 2018 20:53:30 GMT
Before he moved my cousin ran a game in the setting linked in my sig for myself and my best friend. Pathfinder, and both of us decided to play alchemists. He went with a halfling that focused on hurling bombs while I went with a half-orc that focused on melee capabilities.
When discussing character ideas, we hit upon one that we both liked: our duo weren't chosen ones, or out to save the world, or anything like that. We were a pair of entrepreneurs out to set up an alchemy shop on the frontier. We came to this small town that was basically giving land away for free, and decided to set up shop here. One of the deciding factors was the fact that there was an arcane library in town. Oh, there was also a tavern but we didn't go there for like 3-4 sessions.
Now, my cousin by that point was getting a liiiiiittle frustrated because the main plot started in the tavern. He later joked that he never thought that he would have so much trouble getting the party to go to the tavern instead of leaving it.
A great deal of the game's comedy came from how our characters approached alchemy: Halfling: "A pinch? A dash?! A scouch?!! There are not standard units of measurement! WHAT THE HELL'S A SCOUCH?!" Half-Orc: "5 teaspoons, half a cup, 2 quarts? I have no idea what any of those are!"
In essence, halfling was very methodical and officially trained while the half-orc was a self-taught swamp rat.
|
|
|
Post by rorrik on Feb 20, 2018 0:14:10 GMT
So what did you do for 3-4 sessions that he couldn't use to hook the main plot as well as the tavern?
|
|
|
Post by DM Onesie Knight on Feb 20, 2018 6:53:17 GMT
Surely the alchemists had to stop at the tavern for grain alcohol. You know, for tinctures and extracts.
|
|
|
Post by meribson on Feb 21, 2018 15:01:39 GMT
For the 3-4 sessions we ended up doing all of the side-quests that my cousin had planned out and inadvertantly stumbled upon a later stage of the main plot before we finally went to the tavern.
|
|