A Different kind of Campaign Start

Hjorimir

Adventurer
The great experiment: To start a campaign where the PCs are children.

This is something I’ve been thinking about for well over a year now and I have had more than a few conversations about the idea with a few of my friends. The feedback was usually along the lines that it might be “neat to try” but more than likely “doomed to fail.” So, it came time to start a new game and I mentioned that I was going to be starting the characters as children. This declaration was met with more than a few groans.

My players tend to really delve down into the mechanics of their characters, which is not to suggest that they don’t appreciate the role-play and background fluff along with their crunch. To deny them the crunch as we start is a pretty risky endeavor to say the very least. The only thing I handed them as far as a character sheet was what their starting ability scores were and that’s it. No class, skills, feats, saves, equipment, hit points, ac…nothing. I also handed them each a family tree that explained who was who along with a very short description of what each NPC did for a living (e.g. Brynn, your mother is a midwife). The characters all started being anywhere from 8 to 11 years old. I also provided them a little information about their friends. Silas is the odd boy who lives in the bell tower with his dimwitted father, Wilk. He is weak and gangly and says weird things. As a result, Silas is often the brunt of jokes, insults, and is beat up quite often by the other kids.

So roll forward. We played one session and the gang was very, very receptive to the entire experience. Pretty much everything was narrative; we maybe rolled d20s three times to check perception results. Much to my delight, the players really dove into the child mentality (over half of my group are fathers as is). The twins, in particular, had us in stitches with the way they constantly were in competition with one another, “two for flinching!” WHACK! WHACK!

The only downer was that one of my five players in the game couldn’t make it to the first session. He’s been working a stupid amount of overtime as of late and just couldn’t make it.

So, session two was last night. I got the call from the same player – my own brother, he’s lucky I love him – who couldn’t make it again (he worked 18 hours on Monday and 15 on Tuesday and Wednesday was shaping up to be another spectacular day). Needless to say, this wasn’t going to plan. As the first sessions of the campaign are really meant to help forge the ties that bind amongst the PCs and set the tone and tempo for the game as a whole, I consider them to be amongst the most important to attend. It is one thing to miss a fight here and there, but to miss huge amounts of content and backstory can really make a player confused.

So, as we all sat down last night to play I suggested that instead of the freeform role-playing that we take the opportunity to talk about some of the mechanics for the characters (something that will have to be done as they grow older). This is when they hit me. “You know, I’d rather keep role-playing. Just make the decisions for me and hand me a character sheet when you think you need to.” What? “Yeah, I was originally thinking about one idea, but the way the story is unfolding I think my character may grow up to be something else completely. Just let me know what it is as the story develops.” Excuse me? Who are these guys at my table?

These are the same players that usually chart a characters skill and feat selection out to twentieth level. With the hands of surgeons they carefully craft the most mechanically capable characters they can within the context of my game. Granted, they don’t break the rules and their characters are never cheesy, but they do maximize to the VERY best of their abilities. To instruct me that they are perfectly comfortable with anything I hand them is incomprehensible.

Anyway, we played the second session and it turned out to be even better than the first. It was 10 PM before we knew what hit us and everybody is very excited about the next session. I was originally going to do maybe three childhood sessions, but the story is going so strong and the players are enjoying things so much I may try and toss a few more in. I really think the campaign will develop into something special. I love my players and I’m damn lucky to have them.

So, my question to you: Have you ever come at the game from a different angle and found the results surprisingly good or bad? I’d be interested to hear of other ways to revitalize a tried and true gaming experience.
 

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What a really neat way to start a campaign. I can't say that I've done anything that dramatically different.

Are the characters going to age throughout the campaign? If so, how are you handling that?
 

Sounds really nice :) Personally one of the most intense games I've ever played was the first Vampire game I played... It was many many years ago when the White Wolf was never heard of and the first edition of The Masquerade was published. The game itself wasn't actually even Vampire - it was a prelude to the campaign and we played timeline from characters' ages 6 to 10 years.

It was astonishing! We had sort of d10 White Wolf system, but didn't use character sheets, only raw main lines. The most intense situations in the games where:

1) when I tried to climb to my room at night with make-it-yourself-from-bedclothes-rope while our drunken and abusing father was climbing upstairs because he heard racket. If I wouldn't have made it I'd surely have gotten beaten and don't know what! I had to roll four times over 3 in a row, and you can imagine what the feeling in the room was when it was time for the last throw. I was almost over the window edge and the key was turning in the lock (yep, me and my brother were locked inside our room)

... and I made it :)

2) situation where one of the characters' parents die in a car crash and we all happen to be eye-witnessess. This was the situation the first game ended, and I've never ever felt so bad about npc death in any game...

So I share your experience - to play children brings the emotion and intensity to another level. If it works that is.
 

I've been a few games that started off in a similar vein. We were given free rein to role-play, but no statistical knowledge about our character. It did force us to think about our characters personalities instead of our stats, and it did make for a fun role-playing experience...for a while.

The game I remember the most started off a bit like yours, but the characters were older. It was a super-hero game without the actual super-heros. Superpowers were known to exist, people were out there who had them, but very few of them actually put on the costumes or went out of there way to draw attention to themselves. Instead, imagine Professor Xavier's academy WITHOUT the Avengers, the Fantastic Four, and the super-science cluttering the landscape.

We were all told that we were students in a prestigious prep school, and that we would (eventually) get powers. We were allowed to make a short list (I think it was three or four) of powers that we would like (one of mine was 'some sort of energy control'). Other than that, we didn't know anything about our character's statistics. We were allowed free rein in our descriptions, so we could say we were athletic, or graceful, or were in the drama club, or were the class brain, but we didn't know what the actual NUMBERS for our stats were. It created some interesting tension, as we couldn't actually say "I'm stronger than you, so don't mess with me." We just didn't know for sure, just like in real life. (Although my character, the outcast punk rocker, was definitely the most dangerous.)

The real problem came later in the campaign, after we got our powers. The DM still refused to let us know what our stats were, insisting that it made for better role-playing. That might have been, but since we were getting into fights and trying to stop the bad guys, we really kind of wanted to know if we were going to die.

If you're not restricting basic statistical knowledge (Str, Dex, etc.), then I think you can go a long way with this campaign. Pure role-playing (in my experience) makes for the best memories, and it sounds like you've got a great concept there. (Reminds me of Fable...any influence?)
 


I'm in Hjorimir's game. It's a neat experience to start as a child. It reminds me of all the White Wolf games I played in my youth. I didn't care about the rules then, nor about "adventuring"--all I cared about was interesting characterization and the dynamic between PCs. I think in the last few years as we've played 3E heavily we've lost something in the narrative. The game became all about numbers, or all about how to make the numbers reflect the character concept. Backstories became lightweight tack-ons necessary to justify prestige classes and longterm mechanical goals. Our focus shifted away from story to how to cleverly manipulate d20 rules, and something was definitely lost in the transition.

Hjorimir's approach is liberating for me in two ways. First, I have no numbers to worry about, so I can focus on the storytelling again. Secondly, when the need for character sheets finally arrives I won't know how to crunch the game because he's running a hodge-podge of grim & gritty d20 products that I don't own and don't intend to purchase. So instead of worrying about how to learn a major d20 variant ruleset so I can learn how to abuse it mechanically, I'm just going to let the DM craft the character sheet in whatever way he feels is appropriate. In a way, though, I feel like the game will be tainted when we have to start worrying about numbers. D20 is so crunch-heavy that it's distracting. I wish we could keep the game a rules-light,free-form narrative. D20 just seems inappropriate.
 

I once started a campaign by giving the players a list of the PC classes that would be available, and asked them to rank which ones they'd be interested in playing. (Fortunately, it worked out that I was able to give all 8 players one of their first 3 choices.)

I then created and equipped all of the PCs myself (though this was partially because I was running a set of partially-homebrewed rules, and taking the players through a session of character generation would have probably eaten a game session by itself).

When the players arrived for the first game session, I passed out the PCs. "Now, you four are all brothers. You two are cousins of theirs'. You're brother #2's wife. You're the son of a family friend."
 

Jyrdan Fairblade said:
What a really neat way to start a campaign. I can't say that I've done anything that dramatically different.

Are the characters going to age throughout the campaign? If so, how are you handling that?

I'm glad you like it. As far as age is concerned I will advance the calendar off screen (i.e. between sessions) and just let the players know that their characters have aged. When those advances cross the lines of stat modifiers I will let them know as well.
 

Luthien Greyspear said:
I've been a few games that started off in a similar vein. We were given free rein to role-play, but no statistical knowledge about our character. It did force us to think about our characters personalities instead of our stats, and it did make for a fun role-playing experience...for a while.

The game I remember the most started off a bit like yours, but the characters were older. It was a super-hero game without the actual super-heros. Superpowers were known to exist, people were out there who had them, but very few of them actually put on the costumes or went out of there way to draw attention to themselves. Instead, imagine Professor Xavier's academy WITHOUT the Avengers, the Fantastic Four, and the super-science cluttering the landscape.

We were all told that we were students in a prestigious prep school, and that we would (eventually) get powers. We were allowed to make a short list (I think it was three or four) of powers that we would like (one of mine was 'some sort of energy control'). Other than that, we didn't know anything about our character's statistics. We were allowed free rein in our descriptions, so we could say we were athletic, or graceful, or were in the drama club, or were the class brain, but we didn't know what the actual NUMBERS for our stats were. It created some interesting tension, as we couldn't actually say "I'm stronger than you, so don't mess with me." We just didn't know for sure, just like in real life. (Although my character, the outcast punk rocker, was definitely the most dangerous.)

The real problem came later in the campaign, after we got our powers. The DM still refused to let us know what our stats were, insisting that it made for better role-playing. That might have been, but since we were getting into fights and trying to stop the bad guys, we really kind of wanted to know if we were going to die.

If you're not restricting basic statistical knowledge (Str, Dex, etc.), then I think you can go a long way with this campaign. Pure role-playing (in my experience) makes for the best memories, and it sounds like you've got a great concept there. (Reminds me of Fable...any influence?)

I've done that many times with Marvel actually. Not starting the characters as children, but starting them as normals. I guess I just love the creation story element within most superhero myth. As Marvel is a VERY basic game and everything is resolved on a single chart the Players were able to actually determine what their character's stats were as they experienced them. "I rolled a 63 and got a Yellow result." So it worked out that I didn't have to pull back the curtain in a single moment, but the players were able to discover their character's potential based on what happened in play. I loved that.

No, no influence from Fable. I did read about it once and the premise sounded pretty darn nifty. Really my influence is from the many books I've read where the real protagonists are the children early on (ala the Belgariad). I find childhood innocence to be both charming and refreshing.
 

I think this must be one of the most liberating and refreshing methods of kick starting a fresh campaign. Kudos to you Hjorimir! I am certain this has provided invaluable inspiration to DMs /GMs who have looked in on this Thread - I know its provided me with some, if / when I get around to starting a fresh campaign. Care to share the plot thus far? :)
 

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