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A Different kind of Campaign Start
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<blockquote data-quote="Luthien Greyspear" data-source="post: 2633205" data-attributes="member: 34334"><p>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.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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?)</p></blockquote><p></p>
[QUOTE="Luthien Greyspear, post: 2633205, member: 34334"] 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?) [/QUOTE]
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