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<blockquote data-quote="Pielorinho" data-source="post: 74091" data-attributes="member: 259"><p>I once had a cool idea for beginning a campaign. I had three veteran players, and one newbie player. I told the veteran players to create two characters, one of whom didn't need much background but needed to be part of a specific paramilitary organization that worked for the king. The other character could be pretty much whatever they wanted.</p><p></p><p>The newbie player, I told him to create a character that worked for the paramilitary squad. I didn't let the players talk to one another about the game ahead of time.</p><p></p><p>The first session of the campaign began in mid-battle: terrible creatures with their claws in the PCs' throats, screaming horses, arrows coming out of nowhere. All the PCs were killed in the battle.</p><p></p><p>Except for the newbie player's PC. He was knocked unconscious, and woke up hours later in the aftermath of the slaughter. When he made his way to civilization, he met the other PCs.</p><p></p><p>Unfortunately, I didn't get to use the trick: something went wrong with my planning, and the campaign had a much more prosaic beginning. But when I suggested to my players that they create these two characters, they trusted me.</p><p></p><p>I suggest, force, that you try trusting your DM here. You might want to let the DM know that you really enjoy being able to affect the storyline, and you really enjoy customizing characters; if he's a good DM, he'll work your desires into the campaign.</p><p></p><p>But ultimately, DMing is a lot of work, and the majority of the creative work for a campaign generally rests with the DM. If your DM is wanting to try something unusual, it's probably worth a shot. At worst, it'll be a failed experiment; at best, it could be something wonderful and cool.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 74091, member: 259"] I once had a cool idea for beginning a campaign. I had three veteran players, and one newbie player. I told the veteran players to create two characters, one of whom didn't need much background but needed to be part of a specific paramilitary organization that worked for the king. The other character could be pretty much whatever they wanted. The newbie player, I told him to create a character that worked for the paramilitary squad. I didn't let the players talk to one another about the game ahead of time. The first session of the campaign began in mid-battle: terrible creatures with their claws in the PCs' throats, screaming horses, arrows coming out of nowhere. All the PCs were killed in the battle. Except for the newbie player's PC. He was knocked unconscious, and woke up hours later in the aftermath of the slaughter. When he made his way to civilization, he met the other PCs. Unfortunately, I didn't get to use the trick: something went wrong with my planning, and the campaign had a much more prosaic beginning. But when I suggested to my players that they create these two characters, they trusted me. I suggest, force, that you try trusting your DM here. You might want to let the DM know that you really enjoy being able to affect the storyline, and you really enjoy customizing characters; if he's a good DM, he'll work your desires into the campaign. But ultimately, DMing is a lot of work, and the majority of the creative work for a campaign generally rests with the DM. If your DM is wanting to try something unusual, it's probably worth a shot. At worst, it'll be a failed experiment; at best, it could be something wonderful and cool. Daniel [/QUOTE]
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