Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Let's Read Sword World 2.5!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Iosue" data-source="post: 8776340" data-attributes="member: 6680772"><p>So after talking about the <strong>concept of Fellows </strong>as something to be shared on social media and in fanzines, the rules go into how to make a Fellow public. The creator puts the character on the platform of their choice in the simplified Fellow form. They can make as many Fellow versions from one character as they want, but they should release only one at a time. There are two sidebars talking about the design of Fellows: 1) the problem with a group bringing an outside character in is that it's extra work for whoever has to manage it. The simplified Fellow design makes this easier. 2) What makes TRPGs interesting is the dual elements of a character's mechanics/data, and the their particular characteristics as expressed through role-play. Fellows seek to address both these elements.</p><p></p><p>Receiving a Fellow into a group is pretty straightforward. The group needs to decide on the Fellow together, and the GM needs to make sure that they fit the scenario that's being played. Multiple Fellows are allowed, but clones are discouraged. The creator's permission is not needed, as public releasing a Fellow is considered explicit approval. How the Fellow joins the party is left to the group, and just about anything is fine, e.g., introduction by the Guild, meeting in a tavern, or even just happening to run into each other in front of a dungeon.</p><p></p><p>The rules governing Fellows on adventures are as follows:</p><p><strong>A party cannot be all Fellows.</strong> There must be at least one PC.</p><p><strong>The players manage the Fellow.</strong> Actions taken by the Fellows are decided by agreement of all the party. The players are also responsible for managing the Fellow, although the GM must make sure such management is appropriate.</p><p><strong>The Fellow is always at a selected PCs side.</strong> The position and location of the Fellow is always tied to a selected PC. Accordingly, Fellows cannot be sent off to act independently of the party. During combat, the Fellow must be in an area where there is a PC.</p><p><strong>The Fellow's actions follow the Action Table.</strong> A Fellow character sheet contains an Action Table, and all important and specific actions the Fellow are decided by rolling on that table. Sidebar: Based on the GM's judgment, the Fellow can take small actions in situations where to not do so would otherwise be a problem. The example given is hiding behind some rocks with a PC. However, in such a case, there can never be a situation that the Fellow is taken prisoner while the PC is not, or vise versa.</p><p><strong>PCs supply any consumables that the Fellow needs.</strong> There is no place on the Fellow character sheet for equipment. Any consumables (e.g., potions) are supplied by the party.</p><p><strong>Fellows do not receive damage, nor are they affected by ill effects.</strong> Fellows cannot be targeted, and are not subject to ill-effects. However, the party cannot make use of this by forcing the Fellow to undertake dangerous tasks. Sidebar: Fellows are functionally immortal. This is to both reduce the management burden, and to prevent them from being carelessly killed. In effect, it seems like they avoid all danger by miraculous luck, but they cannot not be used with this expectation. The book gives the GM the authority to cancel any action that appears to be an abuse of this characteristic, in their own judgment. The PCs are the main characters, and the privilege of facing danger themselves belongs to them.</p><p><strong>If there is a TPK, the Fellow automatically returns safely.</strong> Fellows cannot be killed or taken prisoner by themselves. The GM may determine what will happen to the characters, but a Fellow cannot save them. Such an adventure would be considered a failed one, and if a report to a client is necessary, the Fellow can be expected to make it.</p><p></p><p>Next comes a section called <strong>Report and Thanks</strong>. After using a Fellow, someone in the group should contact the creator of the Fellow, give a report on what happened and what the Fellow did, and express thanks. Negative messages are not needed. A sidebar is provided to reinforce this. As far as rewards, XP, and prestige goes, there's a place on the Fellow character sheet to indicate if these are desired or not. If desired, such rewards should be reported to the creator. And if they are desired, the Fellow gets a full share, just as the PCs do. Now, whether these earned rewards can be reincorporated into the existing character when playing in the creator's home game depends on the GM, who, depending on the scenario, may disallow some or all of them.</p><p></p><p>Next up, we get into the nitty-gritty of Felow play by a look at the <strong>Fellow character sheet and Fellow actions</strong>!</p></blockquote><p></p>
[QUOTE="Iosue, post: 8776340, member: 6680772"] So after talking about the [B]concept of Fellows [/B]as something to be shared on social media and in fanzines, the rules go into how to make a Fellow public. The creator puts the character on the platform of their choice in the simplified Fellow form. They can make as many Fellow versions from one character as they want, but they should release only one at a time. There are two sidebars talking about the design of Fellows: 1) the problem with a group bringing an outside character in is that it's extra work for whoever has to manage it. The simplified Fellow design makes this easier. 2) What makes TRPGs interesting is the dual elements of a character's mechanics/data, and the their particular characteristics as expressed through role-play. Fellows seek to address both these elements. Receiving a Fellow into a group is pretty straightforward. The group needs to decide on the Fellow together, and the GM needs to make sure that they fit the scenario that's being played. Multiple Fellows are allowed, but clones are discouraged. The creator's permission is not needed, as public releasing a Fellow is considered explicit approval. How the Fellow joins the party is left to the group, and just about anything is fine, e.g., introduction by the Guild, meeting in a tavern, or even just happening to run into each other in front of a dungeon. The rules governing Fellows on adventures are as follows: [B]A party cannot be all Fellows.[/B] There must be at least one PC. [B]The players manage the Fellow.[/B] Actions taken by the Fellows are decided by agreement of all the party. The players are also responsible for managing the Fellow, although the GM must make sure such management is appropriate. [B]The Fellow is always at a selected PCs side.[/B] The position and location of the Fellow is always tied to a selected PC. Accordingly, Fellows cannot be sent off to act independently of the party. During combat, the Fellow must be in an area where there is a PC. [B]The Fellow's actions follow the Action Table.[/B] A Fellow character sheet contains an Action Table, and all important and specific actions the Fellow are decided by rolling on that table. Sidebar: Based on the GM's judgment, the Fellow can take small actions in situations where to not do so would otherwise be a problem. The example given is hiding behind some rocks with a PC. However, in such a case, there can never be a situation that the Fellow is taken prisoner while the PC is not, or vise versa. [B]PCs supply any consumables that the Fellow needs.[/B] There is no place on the Fellow character sheet for equipment. Any consumables (e.g., potions) are supplied by the party. [B]Fellows do not receive damage, nor are they affected by ill effects.[/B] Fellows cannot be targeted, and are not subject to ill-effects. However, the party cannot make use of this by forcing the Fellow to undertake dangerous tasks. Sidebar: Fellows are functionally immortal. This is to both reduce the management burden, and to prevent them from being carelessly killed. In effect, it seems like they avoid all danger by miraculous luck, but they cannot not be used with this expectation. The book gives the GM the authority to cancel any action that appears to be an abuse of this characteristic, in their own judgment. The PCs are the main characters, and the privilege of facing danger themselves belongs to them. [B]If there is a TPK, the Fellow automatically returns safely.[/B] Fellows cannot be killed or taken prisoner by themselves. The GM may determine what will happen to the characters, but a Fellow cannot save them. Such an adventure would be considered a failed one, and if a report to a client is necessary, the Fellow can be expected to make it. Next comes a section called [B]Report and Thanks[/B]. After using a Fellow, someone in the group should contact the creator of the Fellow, give a report on what happened and what the Fellow did, and express thanks. Negative messages are not needed. A sidebar is provided to reinforce this. As far as rewards, XP, and prestige goes, there's a place on the Fellow character sheet to indicate if these are desired or not. If desired, such rewards should be reported to the creator. And if they are desired, the Fellow gets a full share, just as the PCs do. Now, whether these earned rewards can be reincorporated into the existing character when playing in the creator's home game depends on the GM, who, depending on the scenario, may disallow some or all of them. Next up, we get into the nitty-gritty of Felow play by a look at the [B]Fellow character sheet and Fellow actions[/B]! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Let's Read Sword World 2.5!
Top