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<blockquote data-quote="Psion" data-source="post: 132887" data-attributes="member: 172"><p>I remember this thread. Added anything from the old thread to this?</p><p></p><p><em>Have all the players run characters of the same race and class: a troop of mercenaries, a band of outlaws, an order of knights, whatever. Not every party has to be the fellowship of the ring.</em></p><p></p><p>We've done this. Way back when the Cavalier class came out in a dragon in 1e, we made a troupe of knights. The whole thing was very Excalibur in feel.</p><p></p><p>I've often thought it would be fun to play an academy of wizards.</p><p></p><p><em>Have the characters either be a family or have families (or start families).</em></p><p></p><p>A good way to explain a party, but doesn't work too well if the party is of different races, obviously. Sometimes you can explain in friends of the family if you only have 1 or 2.</p><p></p><p><em>Eliminate monsters. Or keep them in the background awhile. Fighting human enemies should be plenty exciting, and when the evil sorcerer finally summons his demonic allies, it means something.</em></p><p></p><p>Unfortunately, since 2e didn't handle monsters as well as 3e does, that describes my whole 2e gaming experience. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I always ran humans or races that could be classes like Drow.</p><p></p><p><em>Have an enemy. Despite all the dark overlords in fantasy fiction, few of them last past an adventure or two in D&D.</em></p><p></p><p>Major villains that last only an adventure or two? Preposterous! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p><em>Don't give back spellcasters their full power after one night's rest and some study/prayer time. Make recharging require rare magical ingredients, or blood sacrifice, or a selfless act of piety. Or simply make it take longer. That way spellcasters won't toss spells left and right, but they'll have them for when they need them.</em></p><p></p><p>See the Twin Crowns campaign setting for an interesting spin on this. Spellcasters have to occasionally refresh their powers at specific sites.</p><p><em>Have the heroes be the only spellcasters in the world -- or the only good spellcasters in the world, hiding their powers from their evil enemies.</em></p><p></p><p>Auran's modules take this approach with divine spellcasters.</p><p></p><p><em>Have Knowledge (History) provide characters with the names of weapons, their powers, any magic words they need to activate them, etc. That way the wise wizard (who really should have plenty of knowledge skills) doesn't cast a spell to uncover an item's powers; he looks it over, mumbles to himself, then announces that this must be the long, lost whatever, used in the great wars against whomever's army, etc.</em></p><p></p><p>I was at one time working on a system to give players tidbits. Basically, each character with knowledge would receive on index card with an important fact on it per knowledge rank.</p></blockquote><p></p>
[QUOTE="Psion, post: 132887, member: 172"] I remember this thread. Added anything from the old thread to this? [i]Have all the players run characters of the same race and class: a troop of mercenaries, a band of outlaws, an order of knights, whatever. Not every party has to be the fellowship of the ring.[/i] We've done this. Way back when the Cavalier class came out in a dragon in 1e, we made a troupe of knights. The whole thing was very Excalibur in feel. I've often thought it would be fun to play an academy of wizards. [i]Have the characters either be a family or have families (or start families).[/i] A good way to explain a party, but doesn't work too well if the party is of different races, obviously. Sometimes you can explain in friends of the family if you only have 1 or 2. [i]Eliminate monsters. Or keep them in the background awhile. Fighting human enemies should be plenty exciting, and when the evil sorcerer finally summons his demonic allies, it means something.[/i] Unfortunately, since 2e didn't handle monsters as well as 3e does, that describes my whole 2e gaming experience. :) I always ran humans or races that could be classes like Drow. [i]Have an enemy. Despite all the dark overlords in fantasy fiction, few of them last past an adventure or two in D&D.[/i] Major villains that last only an adventure or two? Preposterous! :) [i]Don't give back spellcasters their full power after one night's rest and some study/prayer time. Make recharging require rare magical ingredients, or blood sacrifice, or a selfless act of piety. Or simply make it take longer. That way spellcasters won't toss spells left and right, but they'll have them for when they need them.[/i] See the Twin Crowns campaign setting for an interesting spin on this. Spellcasters have to occasionally refresh their powers at specific sites. [i]Have the heroes be the only spellcasters in the world -- or the only good spellcasters in the world, hiding their powers from their evil enemies.[/i] Auran's modules take this approach with divine spellcasters. [i]Have Knowledge (History) provide characters with the names of weapons, their powers, any magic words they need to activate them, etc. That way the wise wizard (who really should have plenty of knowledge skills) doesn't cast a spell to uncover an item's powers; he looks it over, mumbles to himself, then announces that this must be the long, lost whatever, used in the great wars against whomever's army, etc.[/i] I was at one time working on a system to give players tidbits. Basically, each character with knowledge would receive on index card with an important fact on it per knowledge rank. [/QUOTE]
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