The Fellowship of the Few is a WoW Roleplay Campaign taking barebones influence from the D&D ruleset; streamlining it in to WoW to allow a more
engaging dialogue and combative experience. The ruleset has been designed to give a tabletop-esque feel to the Roleplay, without becoming overwhelming
in keeping track of these statistics. The RP Campaign will be DM'd much like any other Private Roleplay session; tightly knit with a specific roster of characters,
madespecificially for this roleplay, that tailor their own story with the guidance of the Dungeon Master.
While many Roleplays have a set direction and idea of their plotline; Fellowship of the Few is designed around the characters; each character with a prelude,
set before the timeline of the campaign, that will kickstart the reasoning as to why these irregular fellow folk have eventually come together to venture the
world of Azeroth; the only story that is set in stone (which is set after the characters' introductions) is the prologue and starting location of the campaign.
Everything after is open to change.
The Storyline Is Created And Changed Based The Party's Actions
Obviously, to be able to make use of a ruleset for this Roleplay Campaign; preset titled classes are needed to manage stats, attributes and traits
your character will gain throughout the roleplay; there's nothing wrong with a default, preset roll rule throughout a DM'd roleplay that applies to
whatever enemy - but for me, personally, I feel it begins to fall flat when it stems no progression or an increasing difficulty the tougher (lore-wise)
the enemies are. To combat that problem, these statistics will stick with your character and will increase throughout the roleplay; these determine the
success of your combat proficiency, conversations with NPCs and investigative scenarios as well as puzzle-like situations.
Like any other standard RPG character sheet format, each character is designed around six attributes.
These are split in to two categories; Combat and Personality.
Combat Attributes are generally restricted to combat; strength being a
determining factor in how much damage you deal in your attacks, while
dexterity determines your chance to parry or dodge an enemy's attack.
While it is rarely used out of combat; certain contextual conversations
and scenarios can bring strength and dexterity into the fold, whether it be
an NPC conversation turned sour; a collapsing object heading to a party
member or a dislodged, wrought portcullis that blocks the adventurers' way.
* Strength: The determining factor of how much damage you
deal to an enemy.
* Dexterity: The determining factor of your chances to parry
or dodge an enemy.
Personality Attributes guide the design of your character, what affinity you
want to give them and what certain situations your character would shine in;
your personality attributes can influence a conversation with an NPC or enable
access to quests and items characters would otherwise be unable to access.
* Intelligence: Represents the character's proficiency in general knowledge
relevant to their class; arcane, demonic, criminality, military etc.
* Perception: Represent's the character's proficiency in perception such as
finding clues to a quest, additional loot etc.
* Charisma: Represents the character's proficiency in conversation with
someone, influencing them either through intimidation,
persuasion or deceit.
Limiting the slots to six, more might open up later.
The timeline is set in Mists of Pandaria; the Alliance rallying to war, and
Azeroth's denizens slowly but surely rebuilding what the Cataclysm had destroyed.
The Roleplay will be Alliance Only but I'm willing to offer some leniency for the right character.
I'm not limiting it to the Alliance In-Game Races