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<blockquote data-quote="Whisper72" data-source="post: 3037547" data-attributes="member: 17339"><p>Uhm.... seems to me you are talking about three seperate issues here.</p><p></p><p>One is the issue of the 'expanded slots', which sounds as a sort of action points/campaign points, which can be used fairly flexibly. This sounds kinda cool, I am not clear however what happens to someone who decides to use his first seven EP for extra point buy and then at level 8 decides he wants to have access to another (non-core) book. Would this be allowed by handing in the remainder of his points? Sounds like this is simply some sort of house-rule.</p><p></p><p>Another issue is that of the upkeep, which sounds simple enuff. Is really nothing more than choosing for a certain option.</p><p></p><p>The other issue revolves around the flexibility of the character roster. I am assuming that you envision a large group of players (I'd expect at least 10+), many of whom will not be able to meet regular scheduled sessions, so you make the adventures such that within one session there is a clear end and beginning such that a new roster of PC's for the next session does not cause any problems. This last can be done regardless of other issues, and IMHO is more of an issue of adventure planning, which is obviously helped by taking the time-saving shortcuts you mentioned (i.e. standard damage etc.).</p><p></p><p>The issue which bothers me a bit is that about the side campaigns. Why would one want to do those? If you assume the players already have tight schedules, what makes you think they'll have the time to play out a multi-week sidequest? I would personally choose to have seperate 'non-standard' sessions with sidequests at other times, but try to round them out within one session, such that the main campaign can remain on-track. If there is already a problem foreseen with attendance, then the restraint of not being allowed to attend a session with you 'main' character when it is on a side quest seems overly restrictive to me, and might cause additional problems.</p></blockquote><p></p>
[QUOTE="Whisper72, post: 3037547, member: 17339"] Uhm.... seems to me you are talking about three seperate issues here. One is the issue of the 'expanded slots', which sounds as a sort of action points/campaign points, which can be used fairly flexibly. This sounds kinda cool, I am not clear however what happens to someone who decides to use his first seven EP for extra point buy and then at level 8 decides he wants to have access to another (non-core) book. Would this be allowed by handing in the remainder of his points? Sounds like this is simply some sort of house-rule. Another issue is that of the upkeep, which sounds simple enuff. Is really nothing more than choosing for a certain option. The other issue revolves around the flexibility of the character roster. I am assuming that you envision a large group of players (I'd expect at least 10+), many of whom will not be able to meet regular scheduled sessions, so you make the adventures such that within one session there is a clear end and beginning such that a new roster of PC's for the next session does not cause any problems. This last can be done regardless of other issues, and IMHO is more of an issue of adventure planning, which is obviously helped by taking the time-saving shortcuts you mentioned (i.e. standard damage etc.). The issue which bothers me a bit is that about the side campaigns. Why would one want to do those? If you assume the players already have tight schedules, what makes you think they'll have the time to play out a multi-week sidequest? I would personally choose to have seperate 'non-standard' sessions with sidequests at other times, but try to round them out within one session, such that the main campaign can remain on-track. If there is already a problem foreseen with attendance, then the restraint of not being allowed to attend a session with you 'main' character when it is on a side quest seems overly restrictive to me, and might cause additional problems. [/QUOTE]
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