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<blockquote data-quote="Wik" data-source="post: 3044950" data-attributes="member: 40177"><p>1) Personally, I think it sounds like a lot of fun. I've always wanted to run something like this if I ever join one of those gaming clubs or something.</p><p></p><p>2) XP is going to be an issue - if one guy only shows upevery eighth session or so, he's not going to be much help to the group. I think there needs to be a way to keep PCs involved, while at the same time "rewarding" players who attend regularly. I'd start the group at 3rd-5th level, and reward only 50% normal XP. </p><p></p><p>3) Be prepared for a day when the whole cast shows up. Egads.</p><p></p><p>4) I'd run the session in the SAME DUNGEON. Make an incredibly large dungeon, with multiple levels, entrances, and the like. Especially with varying difficulties, themes ("the undead area", "The hobgoblin tribes") and even potential rewards (an area that rewards a lot of scrolls will attract casters, for example).</p><p></p><p>This way, each player would have his own map, with his own experiences of the dungeon. So that, when the group encounters an area with orange slime, it's a new experience to one player, but the other player is saying "uh oh. We're in the layer of Drezlyx.... get your acid resistance spells ready." Players could also plan expeditions to various areas, and certain players (who have been to "key" areas) could even hire on as "scouts"). To keep this going, have a high player fatality, and insist on destroying any maps a player might have when his character dies (only his character had access to that information). </p><p></p><p>Also, you could allow players to learn of new entrances (and if they know of a new entrance, odds are good they'll be able to access some place new, and get first dibs on any of the great treasure!)</p><p></p><p>5) Published adventures should be run on a seperate day, and shouldn't be all that common. </p><p></p><p>6) I'd connect it to the internet somehow, or otherwise connect the players outside of the game, so they have a place where they can communicate in character, pass on information (true or not!), and even gloat about some of their experiences.</p><p></p><p>7) Include some mysteries that keep players coming back for more - what's with the murals in room 282 (and why hasn't anyone solved the puzzle)? Will anyone ever catch that pesky Ethereal Filcher (and what action is it that triggers his appearance)? If only someone could figure out a way to move that solid gold statue in the anti-magic room on the fifth level.....</p></blockquote><p></p>
[QUOTE="Wik, post: 3044950, member: 40177"] 1) Personally, I think it sounds like a lot of fun. I've always wanted to run something like this if I ever join one of those gaming clubs or something. 2) XP is going to be an issue - if one guy only shows upevery eighth session or so, he's not going to be much help to the group. I think there needs to be a way to keep PCs involved, while at the same time "rewarding" players who attend regularly. I'd start the group at 3rd-5th level, and reward only 50% normal XP. 3) Be prepared for a day when the whole cast shows up. Egads. 4) I'd run the session in the SAME DUNGEON. Make an incredibly large dungeon, with multiple levels, entrances, and the like. Especially with varying difficulties, themes ("the undead area", "The hobgoblin tribes") and even potential rewards (an area that rewards a lot of scrolls will attract casters, for example). This way, each player would have his own map, with his own experiences of the dungeon. So that, when the group encounters an area with orange slime, it's a new experience to one player, but the other player is saying "uh oh. We're in the layer of Drezlyx.... get your acid resistance spells ready." Players could also plan expeditions to various areas, and certain players (who have been to "key" areas) could even hire on as "scouts"). To keep this going, have a high player fatality, and insist on destroying any maps a player might have when his character dies (only his character had access to that information). Also, you could allow players to learn of new entrances (and if they know of a new entrance, odds are good they'll be able to access some place new, and get first dibs on any of the great treasure!) 5) Published adventures should be run on a seperate day, and shouldn't be all that common. 6) I'd connect it to the internet somehow, or otherwise connect the players outside of the game, so they have a place where they can communicate in character, pass on information (true or not!), and even gloat about some of their experiences. 7) Include some mysteries that keep players coming back for more - what's with the murals in room 282 (and why hasn't anyone solved the puzzle)? Will anyone ever catch that pesky Ethereal Filcher (and what action is it that triggers his appearance)? If only someone could figure out a way to move that solid gold statue in the anti-magic room on the fifth level..... [/QUOTE]
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