RigaMortus2
First Post
When I DM, I like to try new and different things. Non-typical plots and story. Things I've never seen done before in an RPG.
So, I've had this idea for awhile now and I'd like to impliment it in a new campaign. I wanted some feedback and ideas from the community. A few things first...
1) I have this fascination with time travel in campaigns I create. I like the different takes on time travel. I like that actions you take can alter what may happen or what has already happened. I've already done a campaign like that with Arcana Evolved, and I am looking to borrow ideas from it (we'll get into that below) and take it in another direction.
2) Since 3e, our group rarely plays the higher levels. In 3e, I think the highest level character was 13. In 4e, we haven't made it past like 5th so far (out of like 3 short-lived campaigns). I've always wanted to try out Epic Level combat, so I am going to incorporate that.
3) I like to start campaigns and have the over-all arching story/plot take characters from level 1 all the way to max level (in 4e's case, level 30).
So here are my thoughts...
I am going for a Memento or LOST flashback kind of feel for this game.
I am going to have the players create 2 versions of their characters. One at 1st level, and one at 30th level. The campaign will start out with their level 30 selves, standing in front of a portal. Perhaps standing in front of an army (on level 30 minions) that they have to wade through to get to the portal. Some Epic Level combat may ensue. The players (and their characters) won't know or remember why they are there (yet). After we get a taste of some Epic level fun, we flash to their level 1 selves, and the real story begins...
So, a few problems with this idea come to mind, which I think I figured out how to handle...
Problem 1: The players may realize or joke that, their character's are invincible. Obvisiously they know they "made it" to level 30, so perhaps their actions through levels 1 - 30 don't matter? They aren't going to die in combat, right? They know they made it to level 30, so perhaps they can be wreckless!
Possible Solutions (this is what I need advice on):
1) I was considering requiring all character's to be the Deva race. The fluff on the Deva race is that, when they die, they are reborn to fulfill some role or quest. So, it is quite possible their level 30 selves aren't the original level 1 selves they started out with. Perhaps they did die through the course of 30 levels somewhere along the way, and they don't know it yet (it hasn't been played out. Because of the racial requirement I am imposing, I would allow the player's to choose their racial ability modifiers.
2) Require the players create Deva race as above, allow them to pick their ability modifiers. Should they die, allow them to create whatever class/race they would like. This will give them a hint of what is going on. Of course, they would also then know that they are going to HAVE to die again, to revert to their original selves at level 30 (which I am OK with).
3) Let the players choose whatever class/race they would like. Then, create a customized background (which they won't know their character has), something like Deva-born. The background grants them the ability to be reborn when they die, just like the Deva. I'll tell them we aren't using background, but secretly they all have this, and all iterations of their characters (should they die along the way) will also have this to explain why they appear to be the same person from level 1 - 30.
4) Let the players choose whatever race/class they would like. Should they die, require that their new character is a Deva. This will give them a hint of what is going on (Oh, we have some sort of Deva-blood, so when we die, we are reborn into Deva's). Of course, they would also then know that they are going to HAVE to die again, to revert to their original selves at level 30 (which I am OK with).
So, any ideas on the best approach here? I like giving players as much choice and flexability as possible. So I am leaning towards 3, 4 as a second choice.
So, I've had this idea for awhile now and I'd like to impliment it in a new campaign. I wanted some feedback and ideas from the community. A few things first...
1) I have this fascination with time travel in campaigns I create. I like the different takes on time travel. I like that actions you take can alter what may happen or what has already happened. I've already done a campaign like that with Arcana Evolved, and I am looking to borrow ideas from it (we'll get into that below) and take it in another direction.
2) Since 3e, our group rarely plays the higher levels. In 3e, I think the highest level character was 13. In 4e, we haven't made it past like 5th so far (out of like 3 short-lived campaigns). I've always wanted to try out Epic Level combat, so I am going to incorporate that.
3) I like to start campaigns and have the over-all arching story/plot take characters from level 1 all the way to max level (in 4e's case, level 30).
So here are my thoughts...
I am going for a Memento or LOST flashback kind of feel for this game.
I am going to have the players create 2 versions of their characters. One at 1st level, and one at 30th level. The campaign will start out with their level 30 selves, standing in front of a portal. Perhaps standing in front of an army (on level 30 minions) that they have to wade through to get to the portal. Some Epic Level combat may ensue. The players (and their characters) won't know or remember why they are there (yet). After we get a taste of some Epic level fun, we flash to their level 1 selves, and the real story begins...
So, a few problems with this idea come to mind, which I think I figured out how to handle...
Problem 1: The players may realize or joke that, their character's are invincible. Obvisiously they know they "made it" to level 30, so perhaps their actions through levels 1 - 30 don't matter? They aren't going to die in combat, right? They know they made it to level 30, so perhaps they can be wreckless!
Possible Solutions (this is what I need advice on):
1) I was considering requiring all character's to be the Deva race. The fluff on the Deva race is that, when they die, they are reborn to fulfill some role or quest. So, it is quite possible their level 30 selves aren't the original level 1 selves they started out with. Perhaps they did die through the course of 30 levels somewhere along the way, and they don't know it yet (it hasn't been played out. Because of the racial requirement I am imposing, I would allow the player's to choose their racial ability modifiers.
2) Require the players create Deva race as above, allow them to pick their ability modifiers. Should they die, allow them to create whatever class/race they would like. This will give them a hint of what is going on. Of course, they would also then know that they are going to HAVE to die again, to revert to their original selves at level 30 (which I am OK with).
3) Let the players choose whatever class/race they would like. Then, create a customized background (which they won't know their character has), something like Deva-born. The background grants them the ability to be reborn when they die, just like the Deva. I'll tell them we aren't using background, but secretly they all have this, and all iterations of their characters (should they die along the way) will also have this to explain why they appear to be the same person from level 1 - 30.
4) Let the players choose whatever race/class they would like. Should they die, require that their new character is a Deva. This will give them a hint of what is going on (Oh, we have some sort of Deva-blood, so when we die, we are reborn into Deva's). Of course, they would also then know that they are going to HAVE to die again, to revert to their original selves at level 30 (which I am OK with).
So, any ideas on the best approach here? I like giving players as much choice and flexability as possible. So I am leaning towards 3, 4 as a second choice.