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Author Topic: FFRP: The guilds of Larowan  (Read 364 times)
ILikeFood
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« on: January 06, 2008, 02:48:12 pm »

For anyone who does not know what an FFRP is, it stands for free-form roleplay. I use these as tools to hear others' cool ideas and share my own. I got the concept idea for many things I put into my D&D campaigns from FFRPs.

Playing an FFRP: Many of you already know this so I'll be brief. If you already know feel free to skip over this section. The way this works is that each player has a character. Usually there is only one, but some FFRPs develop so that a person has more than one character (I once played an RP where my character was badly wounded, so I played a bad guy while he recovered, then at a convenient moment I had my regular character kill my evil character). These stories are told from the third person. Important things to note:
1. There may be "extra characters" in a story who are under shared control (I played a WWII RP and the player playing the interrogator and the player with the German prisoner shared control of the interpreter.)
2. Your character is YOUR CHARACTER. No player may declare that character's actions without your express permission, except for minor actions (i.e. "my character stabs, your character parries and slashes at my head, my character sidesteps and tries to kick yours.)
3. Only you can kill or injure your character. Your character is not invincible and must have a weakness. Violation of this rule is known as godmoding or powerplaying and usually a post that powerplays is ignored or deleted by other players (We are all human on this. Don't feel bad if you get called out for it once or twice.)
4. There are no dice rolls. Combat is resolved using plot interests and common sense. Again see rules #2 and #3.
5. This is NOT a contest to see whos character  can "win." This is collaborative story-telling. It is a tool to help share ideas and improve your writing style. Do not become emotionally tied to your character.
6. Sometimes a plot "stalls." (i.e. the big bad guy gets killed and order is restored. One person says, "okay. Now what?" Another goes, "I don't know.") If a plot stalls for more than a week, it is advisable to write some sort of ending and let the RP rest in peace.

Anyway, on to the story...
     The city of Larowan is a quiet, unhappy place. Fifty years ago and evil wizard cast a great perpetual darkness over the city. Life went on, although it was far gloomier with no sun and failing crops. Soon it came to rely on smithing, mining and industry. However, in the dark, something stirred: Thieves. In the perpetual darkness, thieves and muggers became organized and powerful. The Silver Arrow came first, quickly becoming the most successful business in Larowan. Then there was a betrayal and there was the Rak'ting Mong. The thieves guilds now wage a war as unending as the darkness, spying, stalking, killing. The citizens go about their business only dimly aware of the war, until they find someone they know with a throat slit or trampled by a horse. The law enforcement turns a blind eye and the guilds contract with the powerful assassins' guild, the Bane of Narrok. The Bane of Narrok remains strictly neutral, accepting jobs from both sides. But secretly it is inciting both guilds to fight. Someone finds a stab wound here, a throat slit there, and each guild blames the other for hiring the Bane of Narrok. The despair of the common folk is almost palpable.
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ailj168
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« Reply #1 on: June 23, 2010, 01:36:08 am »


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two0426
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« Reply #2 on: July 23, 2010, 03:03:55 am »


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simluo
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« Reply #3 on: August 19, 2010, 04:16:21 am »

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