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4 Hours w/ RSD - Let's Have a Flamewar!
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<blockquote data-quote="GameDaddy" data-source="post: 5569271" data-attributes="member: 80711"><p>Judges Guild recognized the power creep early on as a game breaker. Bob's solution? Change the experience points table to slow the rate that characters gain levels. The result, a basic D&D game that plays very much like an E6 game today.</p><p></p><p>Another option, especially for the more complex modern games, i.e. 3.x is character multi-classing. Have multi-class characters be the norm and single class characters (and npcs) a rare exception.</p><p></p><p>Fighter/Clerics Fighter/Thieves Fighter/Wizards or Fighter Sorcerers and wizard/rogue combos make for a much more interesting characters and a much more interesting game. Advanced games use some prestige classes to create this effect, and new prestige classes that round out characters and give them a wider range of abilities will help to create homogenous characters more adept at handling a wide range of characters.</p><p></p><p>There are plots and storylines that do make it much easier to integrate new and visiting players into a campaign, among these:</p><p><em></em></p><p><em>The Army Campaign</em>, where the players are marching with a vast Army into unexplored or enemy territory. Each session the players undertake a "new" mission for the commander.</p><p></p><p><em>The Extended Family Campaign </em>where the players are members of a clan or tribe. The players have obligations to fulfill for the benefit of the clan, more importantly though, they have obligations to look out for each other.</p><p></p><p><em>The Great Migration/Resettlement Campaign</em>, where the players are part of a large group that have traveled into new territories and are exploring, looking for suitable locations to settle in.</p><p></p><p>Each of these basic storylines lend themselves well to allowing one-shot opportunities for play by new players, and it's also easy to include infrequent but recurring visits by one-shot players that decide to return and participate.</p></blockquote><p></p>
[QUOTE="GameDaddy, post: 5569271, member: 80711"] Judges Guild recognized the power creep early on as a game breaker. Bob's solution? Change the experience points table to slow the rate that characters gain levels. The result, a basic D&D game that plays very much like an E6 game today. Another option, especially for the more complex modern games, i.e. 3.x is character multi-classing. Have multi-class characters be the norm and single class characters (and npcs) a rare exception. Fighter/Clerics Fighter/Thieves Fighter/Wizards or Fighter Sorcerers and wizard/rogue combos make for a much more interesting characters and a much more interesting game. Advanced games use some prestige classes to create this effect, and new prestige classes that round out characters and give them a wider range of abilities will help to create homogenous characters more adept at handling a wide range of characters. There are plots and storylines that do make it much easier to integrate new and visiting players into a campaign, among these: [I] The Army Campaign[/I], where the players are marching with a vast Army into unexplored or enemy territory. Each session the players undertake a "new" mission for the commander. [I]The Extended Family Campaign [/I]where the players are members of a clan or tribe. The players have obligations to fulfill for the benefit of the clan, more importantly though, they have obligations to look out for each other. [I]The Great Migration/Resettlement Campaign[/I], where the players are part of a large group that have traveled into new territories and are exploring, looking for suitable locations to settle in. Each of these basic storylines lend themselves well to allowing one-shot opportunities for play by new players, and it's also easy to include infrequent but recurring visits by one-shot players that decide to return and participate. [/QUOTE]
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