Hey everyone, I’d appreciate it if you could start threads about your characters as discussed
here. I think most people have shown me something, so I don’t expect this to be a major problem. If you have questions or concerns, please PM me.
I’ve left the slate of the world fairly blank so that you can fill in the blanks for your background. If you have questions about something you would like to do, let me know. If something is completely unreasonable, I’ll let you know.

I’d like to have everyone’s character information up by next Saturday. I’m considering treating characters without information as Distracted (see below).
Distracted was introduced in the DMG2 for characters that operate against their core motivations. Its application here would be a bit heavy handed, which is why I’m only considering it right now. I think fleshing out everyone’s backgrounds helps make the party more interesting than if everyone is just defined by what class they chose to play.
My intention is to run a game where I describe what happens, and the players explore the situation. Because of this, I’m going to try to slow down the pace a bit. We moved through a good chunk of the module last week, and I fear that I’ve been chopping out too much exposition and failing to make clear the available options.

DistractedA character who is Distracted is subject to the following:Grants combat advantage.Takes a –2 penalty to saving throws.Loses one healing surge after each rest.Can’t regain action points.
Edit: I’m really loving the character creation suggestions in the DMG2.

Please also include the following information in your write-ups: a core motivation, a tie to at least one other character, and a source of conflict between your character and one of the other ones.
Core motivations are your reasons for adventuring and should not be passive, vague, or impersonal. Several of the write-ups I’ve seen (PM’d to me or on your sheets) had what I would consider reasonable core motivations. The penalty for betraying one’s core motivation is to become Distracted (see above). Core motivations may be changed over time as you get a better feel for your character, and as your character grows and changes.
Ties generally involve strong positive feelings towards another character, and all involved players must agree to this relationship. Ties are first come, first serve; so once someone has established one, you can’t mirror it back for your character’s own specific ones.
The source of conflict should not be something game destroying and should probably be relatively mild or humorous. For example, maybe one character feels the fighting style of another is reckless and will get them all killed some day.

Edit 2: While
Scales of War is a semi-sequel to
Red Hand of Doom, please do not treat any material from that adventure as canon for
Scales of War. I’m not more than superficially familiar with the events that happened within it, so I’m not going to be concerned with continuity.
Edit 3: Full text of distracted side bar:
DistractedAfter having gone to the trouble to create them, players probably stick to their motivations. When a PC ignores his motivation to gain a short-term advantage, or for other reasons that seem out of character, declare him distracted. The stress of acting against his instincts costs him precious mental concentration. Until he reverts to his established motivation, he labors under some or all of the following consequences.
- Grants combat advantage.
- Takes a –2 penalty to saving throws.
- Loses one healing surge after each rest.
- Can’t regain action points.
A player who wants to alter his character’s motivation to fit an evolving conception of the character can do so without penalty. A character who constantly shirks his motivation to suit momentary circumstances is a shifty opportunist, and his motives should reflect that. Work with the player to recast his character’s motivation to match his behavior.