Forming New Casual Horde RP Guild. Thoughts?

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Re: Forming New Casual Horde RP Guild. Thoughts?

by Crimsoncow » Mon Aug 24, 2015 10:01 am

send Crimsoncow In-game mail.. i'm interested
Crimsoncow
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Re: Forming New Casual Horde RP Guild. Thoughts?

by Bakuretsu » Tue Aug 25, 2015 9:19 pm

I would gladly co-gm an rp guild horde side...i'm not running it alone though
Bakuretsu
Tester
 

Re: Forming New Casual Horde RP Guild. Thoughts?

by Bjonir » Thu Aug 27, 2015 2:29 pm

Count me in on this aswell!

Orc - warrior
Ingame name: Gruun
Bjonir
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Re: Forming New Casual Horde RP Guild. Thoughts?

by TrancHero » Thu Aug 27, 2015 4:06 pm

Varten - I'm also highly interested in RP-ing. Please mail me in game if any events are planed as I would love to join in. :)
TrancHero
Tester
 

Re: Forming New Casual Horde RP Guild. Thoughts?

by itomon » Wed Sep 09, 2015 4:21 pm

I'm looking foward to it. Did you manage to create the guild? If no, I'm avaliable to create a generic, OOC guild for Horde RP ^^

Cheerfully
Itomon (ajhek, orc shaman)
itomon
Sergeant
Sergeant
 

Re: Forming New Casual Horde RP Guild. Thoughts?

by Dantedude » Sat Oct 03, 2015 12:50 pm

Sorry for the mega late reply...
Here's the story:

Everyone which is not an active player in the adventure (basically the organizers of the RP event - we'll call them NPCs) need to be rogues. So you an pop in and out of a conversation + overview the RPing going on, and pan the rewards for those who get into the role nicely.

The adventure starts with the heroes gathered at a camp fire. They rest as they and the caravan they follow has made a stop for the night. Part of the caravan's merchants is a wizard (an NPC, rogue, will have to have a robe, cloth robe). The wizard starts a conversation with the group and tells them about a great quest he is on to retrieve a lost artefact that can be wielded only by the worthy (basically, the person from the RP group that role plays the best and makes the game fun, will get this at the end). As he explains this to them, he is instantly killed by some assasins (NPCs, one will request a duel out of the player's view prior to the meetup, the wiz will have res sicknes so he an be one-shotted. The assasin will be a rogue, he'll kill the wiz with a bow).

As he dies (the wiz won't release from orpse, so you can still write :) ) he tells the others the location of the artefact --> the location will be the quest givers on top of Wailing Caverns. There another NPC will be waiting for the party.

Side note: an NPC, will always be around the group for measuring the RP and gathering feedback for future sessions. He will also get the group back on track, if they don't get the hints (i.e. they think the cave is not above WC but somewhere in Blasted Lands :) then the NPC will do an out of character note) Via stealth or other means but will always be there.

Above the WC cave, they will meet an old character that will tell the group a tale of some pirates that found the artefact, and the power it has. The group will have to convince the old guy to give them the location of the artefact. The group can be decieving, get the guy drunk, threaten him etc. He will eventually tell them that he lost the artefact in a game of poker to a troll, as he was not worthy of the artefact, and so it proved to be useless to him. The party can use D&D rolls for inimidation/persuasion attempts etc. The NPC following them will decide if theygot it or not.

Out of character actions which were not officially flagged (i.e. whisper to the following NPC: brb guys i need to take a piss, is it ok ?) will be sanctioned. 5x sanctions = RP group leave. It's very hard to get into character if people take this as a grinding game, make fun of, are not focusing on the quest, kill random ally, kill thrash on the way etc.

The troll that has the artefact will be located in orgrimmar. The party an use ANY means to get the artefact from the troll. JUst keep in mind that fights in a capital are forbidden (you cant have a duel in orgri) so it's up to them if they pull him out, convince to give the artefact, wage against him for a dare such: jump off the windrider tower, etc. I expect the party to get creative.

As soon as they get the artefact, a warlock shows up (NPC) that was also chasing the artefact, but it was too late as they already have it. So, the lock curses them all (prolly a priest buff or something to flag this). The only way to lift the curse, is to kill the lock. But now they have the artefact. The artefact will basically be an item, which wil allow the players to use a certain spell. Up till that point no frost nova, no fireblast, no spell can be used. Only fights with a stick or sword etc. The party can take the artefact to a specialist to give them all power, or to devise a strategy together to kill the lock. They can do ANYTHING at this point, but will have to be crosschecked with the DM/NPC.

Once decided the last showdown will be in Gurubashi arena. Here is where they'll meet the lock, and all party can fight him. It is crucial that the party is without gear, so that 5 people in grey clothes vs 1 in best gear we can find , will make the gurubashi fight worthed.

The whole story requires up to 5 players, and at least 3 NPCs. Ideally i think 5 will be best.

So... what do you think? :)

Add me in game, and we can chat more:
My chars: Sammson, Dantedude, Drdude.

Peace,
Dante
Dantedude
Tester
 

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