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Anyone ever run (or played in) a campaign with entire party (or almost) was a single class?
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<blockquote data-quote="JiffyPopTart" data-source="post: 8005195" data-attributes="member: 4881"><p>The biggest downside of that era is that I have been "chasing the dragon" ever since trying to recapture lightning in a bottle of a similar experience. It was a perfect combination of...</p><p></p><p>-A grounded main story by the GM to keep us mainly at home instead of globetrotting.</p><p></p><p>-Enough side plots and mini systems incorporated to keep the temple day to day interesting.</p><p></p><p>-All 4 players contributing to the story...by write ups, designing buildings, NPCs, or even entire rules subsystems to do the things they were interested in (like a system to make a weekly series of rolls to determine our market share of the temple going crowd).</p><p></p><p>-Player buy in to create interparty conflict but only in the interest of good story.</p><p></p><p>One example is the two clerics having an hour long IRL discussion on Torms opinions on putting goblin heads on spikes as a warning to other goblins. This spun out into us exploring two radically different dogmas of thought in the same church. Another subplot later in the campaign was the efforts of two shady characters working for the thives guild taking advantage of my paladins short temper to try to "turn him" into working for their guild instead of against it by putting him in circumstances that forced him to "work their way" as a solution.</p><p></p><p>A further interesting part of the campaign was that it survived the 3.5 to 4e change , taking place in both systems with minimal interruptions....mostly just making some PCs into NPCs and vice versa.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8005195, member: 4881"] The biggest downside of that era is that I have been "chasing the dragon" ever since trying to recapture lightning in a bottle of a similar experience. It was a perfect combination of... -A grounded main story by the GM to keep us mainly at home instead of globetrotting. -Enough side plots and mini systems incorporated to keep the temple day to day interesting. -All 4 players contributing to the story...by write ups, designing buildings, NPCs, or even entire rules subsystems to do the things they were interested in (like a system to make a weekly series of rolls to determine our market share of the temple going crowd). -Player buy in to create interparty conflict but only in the interest of good story. One example is the two clerics having an hour long IRL discussion on Torms opinions on putting goblin heads on spikes as a warning to other goblins. This spun out into us exploring two radically different dogmas of thought in the same church. Another subplot later in the campaign was the efforts of two shady characters working for the thives guild taking advantage of my paladins short temper to try to "turn him" into working for their guild instead of against it by putting him in circumstances that forced him to "work their way" as a solution. A further interesting part of the campaign was that it survived the 3.5 to 4e change , taking place in both systems with minimal interruptions....mostly just making some PCs into NPCs and vice versa. [/QUOTE]
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Anyone ever run (or played in) a campaign with entire party (or almost) was a single class?
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