CLERIC
Spiritual Advocate |
DRUID
Nature Spirit |
FIGHTER
Battle Master |
PALADIN
Holy Warrior |
RANGER
Nature Warrior |
MAGIC-USER
Spell Hurler |
ILLUSIONIST
Deception Master |
THIEF
Professional Cheat |
Here is a brief overview of the rules that players have to understand. To play a roleplaying game, one needs a game system, a referee, and players. The game system is a set of rules which the referee, called the dungeon master or DM for short (sometimes also game master or GM for short), utilizes. It provides the structure for the world that includes monsters, spells, characters, and the environment.
Concerning which rule system to use, a variety of rule systems can be found at budget-friendly prices:
The game master will usually have a game system in mind but it should not be so complex that everyone has to spend time with their heads in books. Players who are engaged in roleplay and problem solving situations have the most fun. This type of gaming is all about overcoming challenges and having fun while doing so, not chasing damage per second character builds.
Speaking of player characters, players each choose a character to use, with the direction of the game master. Rolling characters either involves using dice or using this handy dandy Dice Roller program. In either case, rolling characters must be done in the presence of the game master. It is also helpful to build a history of the character with the help of the game master, too. Using The Realm of Sesamar as a backdrop for this purpose is helpful for players and a game master, as it provides a framework to build a cohesive fantasy world.
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©Scott Hibberson, Posted with Permission |
Here is a description of each character class and their subclasses in Sesamar:
Clerics
Druids
Fighters
Paladins
Rangers
Magic-Users
Illusionists
Thieves
Assassins -- Not Allowed, See Below
Monks -- Not Allowed, See Below
Demi-humans are allowed to multi-class, which means they can learn more than one class at a time.
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©Scott Hibberson, Posted with Permission |
Due to the intrinsic nature of The Realm of Sesamar, it is strongly suggested that restrictions on alignment should be imposed by the game master. The Realm of Sesamar is in dire need of heroes to fight irredeemably evil forces, like orcs, hobgoblins, ogres, kobolds, ... Druids should be the only characters that will be allowed to be non-good, with their true neutral alignment. It is strongly advised that dungeon masters (game masters) require all other characters must be of good alignment. Only under special circumstances should the alignments of chaotic neutral and lawful neutral be allowed. Players are to contact the DM on an individual basis for such consultation of said character alignments.
The goal is to sustain a cohesive party of adventurers. Non-good aligned characters make this task very difficult. An exception is being made in the case of the druid. The reason for this is because:
- the realm is penetrated by the Elemental Planes, and
- it is believed evil forces are using those planes to cause chaos.
This permits paladins to adventure with druids without penalty.
If the realm would find a better balance, the ability for paladins to have long-term interactions with druids would terminate.
Assassins should not be allowed because evil players characters will not work well in this realm. Besides, it is a lot more fun playing this game as a helpful character.
This realm is not yet open to the monk class of character because that type of character class would not be fun to play in the Eastern Lands and the Western Lands of Sesamar.
To be a productive and efficient player it is strongly recommended everyone become intimately familiar with:
- the class of their character and
- this website, which provides information on The Realm of Sesamar.
Characters would naturally have some understanding of their world. So, players have to do a little bit of work perusing the locations and maps of the realm. Players who wish to fully embrace the realm should study the history and the facts, as well.
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