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BCCS Idea Thread for me, Not for any in Rel's playgroup!
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<blockquote data-quote="Riggs" data-source="post: 2455266" data-attributes="member: 15467"><p>Dr. Strangemonkey: I don't know <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I haven't read that closely yet since this is all future for me. I would recommend the green ronin forum and post under the Mythic Vistas header.</p><p></p><p>Old One: Thanks! And I'll be putting my campaign ideas here Monday likely.</p><p></p><p>I can say a few things though:</p><p></p><p>I don't know what level to start them, I was thinking of letting my pre-gen creation dictate that for me, since if I think they are soft I might go up a level or so. 3 sounds good maybe.</p><p></p><p>As for time, this is post-Charm but these guys weren't there. And they are not the Black Company. I plan to have them know of them (Charm news and rumors surrounding Lady) but they get to name their own. However, I do like your method of leaving them at the start with a big ol bruise <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>Location: I had planned for the East, lots of open areas there so sounded good to me.</p><p></p><p>I kinda like the idea of having this band part of an existing Company (I'll name them) and they get hired to help destroy the fleeing rebel groups and then after an ***-kicking, they can then decide if they want to try and regrow their Company or start a new one they can name...</p><p></p><p>Lastly, just because I don't think I was clear, my top three things to impart are Magic is different, surprise kills and multi-level combats, but the segments I was planning for the one-off were more based around the combat levels. At each level, pre-gens are passed out and roles rotated and levels experienced from Character to Army and that way they can surprise me maybe with a desire to do a campaign at an Army level as all Mages <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> </p><p></p><p>I'll let the surprise round fall as it will, and the magery thing will get felt as pre-gens change hands.</p><p></p><p>But this is a good time to solicit opinions on that format. Imagine the night in thirds <em>roughly</em>, with Character, Company and Army levels each with a third (but really, I think the Army level won't take a third and Company a bit less and mostly Character) and each time they get new pre-gens to use so each can try magic if they like, etc. Oh and one will have healing skills so they can bemoan how limited that can be. I'd let them choose their initial pre-gens so the one that wants to play a mage gets it the longest to try it out.</p><p></p><p>I'll take Henry's advice and map out several basic and useful spells for the mages with all the math so they can see it/modify from there.</p></blockquote><p></p>
[QUOTE="Riggs, post: 2455266, member: 15467"] Dr. Strangemonkey: I don't know :) I haven't read that closely yet since this is all future for me. I would recommend the green ronin forum and post under the Mythic Vistas header. Old One: Thanks! And I'll be putting my campaign ideas here Monday likely. I can say a few things though: I don't know what level to start them, I was thinking of letting my pre-gen creation dictate that for me, since if I think they are soft I might go up a level or so. 3 sounds good maybe. As for time, this is post-Charm but these guys weren't there. And they are not the Black Company. I plan to have them know of them (Charm news and rumors surrounding Lady) but they get to name their own. However, I do like your method of leaving them at the start with a big ol bruise :] Location: I had planned for the East, lots of open areas there so sounded good to me. I kinda like the idea of having this band part of an existing Company (I'll name them) and they get hired to help destroy the fleeing rebel groups and then after an ***-kicking, they can then decide if they want to try and regrow their Company or start a new one they can name... Lastly, just because I don't think I was clear, my top three things to impart are Magic is different, surprise kills and multi-level combats, but the segments I was planning for the one-off were more based around the combat levels. At each level, pre-gens are passed out and roles rotated and levels experienced from Character to Army and that way they can surprise me maybe with a desire to do a campaign at an Army level as all Mages :eek: I'll let the surprise round fall as it will, and the magery thing will get felt as pre-gens change hands. But this is a good time to solicit opinions on that format. Imagine the night in thirds [I]roughly[/I], with Character, Company and Army levels each with a third (but really, I think the Army level won't take a third and Company a bit less and mostly Character) and each time they get new pre-gens to use so each can try magic if they like, etc. Oh and one will have healing skills so they can bemoan how limited that can be. I'd let them choose their initial pre-gens so the one that wants to play a mage gets it the longest to try it out. I'll take Henry's advice and map out several basic and useful spells for the mages with all the math so they can see it/modify from there. [/QUOTE]
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