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<blockquote data-quote="Water Bob" data-source="post: 5852166" data-attributes="member: 92305"><p>I just ruled that everyone be the same class, Barbarian, from the same clan. And, I gave the characters names. The rest--rolling stats, adding skill points, picking feats--was up to the players as usual.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>I've done the same in normal D&D games, too. I think the first time was back in the mid-80's, playing 1E AD&D and the Dragonlance campaign. We were playing that, snapping up the adventures as soon as they came out.</p><p> </p><p>With DL1, I simply took the six pregenerated Heroes of the Lance and gave them to players. I had five players and six characters, so I allowed one player to have two characters (Goldmoon and Riverwind). I had ideas on how the other characters should be played by, but I allowed the players to decide amongst themselves who would play who. Remember, back then, we knew nothing of Dragonlance. When I started this, the saga was just one adventure. I banned reading the novels because, at least at first, they were so closely linked with the first four adventures.</p><p> </p><p>So, it was a lot like taking the pregenerated characters that used to come with 1E AD&D adventures and handing them out to the players. Who wants to be the fighter? Who wants to be the dwarf? That sort of thing.</p><p> </p><p>It worked great. We had a tremendous time playing Dragonlance, and our version was a lot deadlier than the version in the books. Sturm died in the first adventure, and then we raised him. And, when we finally all read the books, we all laughed that our game mirrored what happened in them.</p><p> </p><p> </p><p> </p><p> </p><p>I'd do that today, outside of Dragonlance, if the story required it. Like in my example above where the story is tied to a Church. I might restrict the types of character classes available.</p><p> </p><p>If I wanted to do a campaign based around a mercenary company, for example, I might limit classes to fighter, thief (scout), mage (battlemage), cleric (battlemedic) only, and I might rule that the cleric must be a deciple of a certain god (God of War, most likely).</p><p> </p><p>It just depends on the story.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>I do that often because, from experience, people automatically think I'm talking about D&D. There used to be tags we could put on the topics, but those are gone now. So, when it's important to know, I try to remind people that I'm playing a slightly (sometimes widely) different game than what they're used to.</p><p> </p><p>As for Conan RPG games, there's plenty of GMs out there that run Conan games like you would a D&D game, where players can pick any class they want. I just chose not to do that for my story that focusses on Cimmerians.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5852166, member: 92305"] I just ruled that everyone be the same class, Barbarian, from the same clan. And, I gave the characters names. The rest--rolling stats, adding skill points, picking feats--was up to the players as usual. I've done the same in normal D&D games, too. I think the first time was back in the mid-80's, playing 1E AD&D and the Dragonlance campaign. We were playing that, snapping up the adventures as soon as they came out. With DL1, I simply took the six pregenerated Heroes of the Lance and gave them to players. I had five players and six characters, so I allowed one player to have two characters (Goldmoon and Riverwind). I had ideas on how the other characters should be played by, but I allowed the players to decide amongst themselves who would play who. Remember, back then, we knew nothing of Dragonlance. When I started this, the saga was just one adventure. I banned reading the novels because, at least at first, they were so closely linked with the first four adventures. So, it was a lot like taking the pregenerated characters that used to come with 1E AD&D adventures and handing them out to the players. Who wants to be the fighter? Who wants to be the dwarf? That sort of thing. It worked great. We had a tremendous time playing Dragonlance, and our version was a lot deadlier than the version in the books. Sturm died in the first adventure, and then we raised him. And, when we finally all read the books, we all laughed that our game mirrored what happened in them. I'd do that today, outside of Dragonlance, if the story required it. Like in my example above where the story is tied to a Church. I might restrict the types of character classes available. If I wanted to do a campaign based around a mercenary company, for example, I might limit classes to fighter, thief (scout), mage (battlemage), cleric (battlemedic) only, and I might rule that the cleric must be a deciple of a certain god (God of War, most likely). It just depends on the story. I do that often because, from experience, people automatically think I'm talking about D&D. There used to be tags we could put on the topics, but those are gone now. So, when it's important to know, I try to remind people that I'm playing a slightly (sometimes widely) different game than what they're used to. As for Conan RPG games, there's plenty of GMs out there that run Conan games like you would a D&D game, where players can pick any class they want. I just chose not to do that for my story that focusses on Cimmerians. [/QUOTE]
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