How to Play E60 Good

Find 3-6 players., Make a character., Make the background., Note that the inventory is based on strength., Make sure that the GM, mapper and caller has been picked, and a good scenario has been planned.,Play.,After the session, congratulate...

11 Steps 2 min read Medium

Step-by-Step Guide

  1. Step 1: Find 3-6 players.

    It may get chaotic if there are too many players. , Races=elf, dwarf, giant, troll, human, gnome, ogre, half (random race), Orc or fairy.

    Classes=warrior, wizard, paladin, shadow knight, monk, priest, bard, rogue, necromancer, druid) Stats are STRENGTH, INTELLECT, CHARISMA, VITALITY, LUCK, AGILITY, and WISDOM.

    Roll a die 4 times then subtract 4, or roll 2 10s, a 20 or anything that equals 20 for the stats.

    Remember that the warrior, paladin, shadow knight and monk's primary stats are strength; wizards, priests and necromancers use INT/WIS; and everything else uses LUK. , Roll a 20 sided die or the 4d6-4, 2d10, and put a 0 on the end (that is for gold).

    Level starts at 1, languages are based on INT, starting items are clothes and weapons/armor, abilities are things like fighting, enhanced (random stat), staff fighting, spell crafting, blacksmithing, alchemy, inscription, enchanting and many other things listed in the tips section., Add a 0 onto the strength score, that's how many pounds you can carry.

    Spells can be cast only if you have the mana; characters should have goals, fears, enemies, pets (optional) and then finally, their damage, defense, moving speed, equipped items and all available points/mana, hp, energy., (Mappers map out the area and the caller writes down what everyone does and their questions.),,,
  2. Step 2: Make a character.

  3. Step 3: Make the background.

  4. Step 4: Note that the inventory is based on strength.

  5. Step 5: Make sure that the GM

  6. Step 6: mapper and caller has been picked

  7. Step 7: and a good scenario has been planned.

  8. Step 8: After the session

  9. Step 9: congratulate everybody on their first session

  10. Step 10: and feel free to add stuff too.

  11. Step 11: Play again.

Detailed Guide

It may get chaotic if there are too many players. , Races=elf, dwarf, giant, troll, human, gnome, ogre, half (random race), Orc or fairy.

Classes=warrior, wizard, paladin, shadow knight, monk, priest, bard, rogue, necromancer, druid) Stats are STRENGTH, INTELLECT, CHARISMA, VITALITY, LUCK, AGILITY, and WISDOM.

Roll a die 4 times then subtract 4, or roll 2 10s, a 20 or anything that equals 20 for the stats.

Remember that the warrior, paladin, shadow knight and monk's primary stats are strength; wizards, priests and necromancers use INT/WIS; and everything else uses LUK. , Roll a 20 sided die or the 4d6-4, 2d10, and put a 0 on the end (that is for gold).

Level starts at 1, languages are based on INT, starting items are clothes and weapons/armor, abilities are things like fighting, enhanced (random stat), staff fighting, spell crafting, blacksmithing, alchemy, inscription, enchanting and many other things listed in the tips section., Add a 0 onto the strength score, that's how many pounds you can carry.

Spells can be cast only if you have the mana; characters should have goals, fears, enemies, pets (optional) and then finally, their damage, defense, moving speed, equipped items and all available points/mana, hp, energy., (Mappers map out the area and the caller writes down what everyone does and their questions.),,,

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