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Story Hour
Tales of the Legacy - Concluded
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<blockquote data-quote="Delemental" data-source="post: 1669281" data-attributes="member: 5203"><p>The concept's something I've run across a couple of times - the party starts out in some sort of formal training program. It's meant to allow characters to bond and get comfortable working together in a relatively "safe" environment (ie, less chance of a TPK at low levels just as the characters get to know each other). It's a method for starting a campaign that, like any other element, can be done well or done poorly. Generally you have to be careful how long you run 'school' adventures, because after a while players want to start doing things that are actually real instead of simulated. One advantage is that you can string a variety of different types of adventures (dungeon crawl, investigation, city-based, etc) together without having to worry about tying them together.</p><p></p><p>And yes, I am a player. My character is the wizard, Kyle. I've been keeping the logs for our campaign since the beginning, mostly I think because I'm the only one willing to do it every week. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p></p><p></p><p>The party size was a bit of a concern for us in the beginning, especially since a lot of the players are roleplay intensive and like to have their own personal subplots. So far, it's gone all right, though we've learned the hard way that 'solve the mystery' adventures don't flow very smoothly for us (because inevitably with those kind of adventures splitting the party ends up the most efficient way to deal with the investigation, which means you end up with 3-4 separate groups... it took us 4 sessions to finish a relatively simple adventure).</p></blockquote><p></p>
[QUOTE="Delemental, post: 1669281, member: 5203"] The concept's something I've run across a couple of times - the party starts out in some sort of formal training program. It's meant to allow characters to bond and get comfortable working together in a relatively "safe" environment (ie, less chance of a TPK at low levels just as the characters get to know each other). It's a method for starting a campaign that, like any other element, can be done well or done poorly. Generally you have to be careful how long you run 'school' adventures, because after a while players want to start doing things that are actually real instead of simulated. One advantage is that you can string a variety of different types of adventures (dungeon crawl, investigation, city-based, etc) together without having to worry about tying them together. And yes, I am a player. My character is the wizard, Kyle. I've been keeping the logs for our campaign since the beginning, mostly I think because I'm the only one willing to do it every week. ;) The party size was a bit of a concern for us in the beginning, especially since a lot of the players are roleplay intensive and like to have their own personal subplots. So far, it's gone all right, though we've learned the hard way that 'solve the mystery' adventures don't flow very smoothly for us (because inevitably with those kind of adventures splitting the party ends up the most efficient way to deal with the investigation, which means you end up with 3-4 separate groups... it took us 4 sessions to finish a relatively simple adventure). [/QUOTE]
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