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1st level Adventures...I hate 'em, and I need 'em!
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<blockquote data-quote="Stormborn" data-source="post: 1985426" data-attributes="member: 14041"><p>First level should be all about learning what you can do and why you do it.</p><p></p><p>You first want to figure out why they are together. For some people "We are adventurers" is enough. Others not so much. A common patron church or other backer, a lack of jobs in a local village, or common relationship can all work well. I find it difficult to have very diverse PCs drawn together by a common cause in game, once the matter is settled they tend to go their seperate ways, unless its a major campaign component.</p><p></p><p>For new players I would start off with a carnival. Have games of skill where they can try out various abilities, including social interaction either as RP or skill checks. Alow them to hear rumors of two or three possible adventures. These can be very simple Find the McGuffin type things, although the missing child or mystery plots can work for this setting too. Yes, very mundane for you, but the trick is to have several different possible appraches and outcomes for them. 2 or 3 NPCs that all want the McGuffin for example, and will either aid, resist, or decieve the PCs depending on who they choose to help. This will provide lots of roleplaying opportunities, as well as chances to use the cool abilites (and for new players even magic missle is a cool ability) to do something. </p><p></p><p>If it becomes on going, the carnival settign helps their rep spread quickly. Both to potential patrons as well as enemies.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 1985426, member: 14041"] First level should be all about learning what you can do and why you do it. You first want to figure out why they are together. For some people "We are adventurers" is enough. Others not so much. A common patron church or other backer, a lack of jobs in a local village, or common relationship can all work well. I find it difficult to have very diverse PCs drawn together by a common cause in game, once the matter is settled they tend to go their seperate ways, unless its a major campaign component. For new players I would start off with a carnival. Have games of skill where they can try out various abilities, including social interaction either as RP or skill checks. Alow them to hear rumors of two or three possible adventures. These can be very simple Find the McGuffin type things, although the missing child or mystery plots can work for this setting too. Yes, very mundane for you, but the trick is to have several different possible appraches and outcomes for them. 2 or 3 NPCs that all want the McGuffin for example, and will either aid, resist, or decieve the PCs depending on who they choose to help. This will provide lots of roleplaying opportunities, as well as chances to use the cool abilites (and for new players even magic missle is a cool ability) to do something. If it becomes on going, the carnival settign helps their rep spread quickly. Both to potential patrons as well as enemies. [/QUOTE]
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1st level Adventures...I hate 'em, and I need 'em!
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