Character Trees?

JoeGKushner

Adventurer
Well, I've finally left my 2nd job. There was supposed to be some school work and some other stuff but the school bit fell through and I'm working overtime at the regular job so no need to go back to said 2nd job. This leaves me with some time to get back into my campaign. I left off in the Karathis setting, the Fiery Dragon default setting, and had two groups, one a low level group, about 2nd level, another a mid level group, about 8th level. There has been a lot of material to come out in that short period of time and I've gotten so many requests to change characters, add this option, add that option, etc... that I'm thinking of just starting fresh.

Players seem to dig the idea. Only problem is there are several settings that multiple players like.

1. Kingdoms of Kalamar: The Players Guide really helped push everyone in this direction.

2. Forgotten Realms: Ran several campaigns here with good results. 3rd ed looks slick and fun.

3. Greyhawk: Same deal without 3rd ed fun outside Dragon.

4. Scarred Lands: Most heavily supported d20 setting thus far right?

5. Oriental Adventurers: I ran some L5R using the old system, not d20 and my group enjoyed it.

There are some other settings out there like the new Spelljammer and Ravenloft but...

Anyway, I'm thinking of doing three. KoK, FR, and Scarred Lands. Or FR, Scarred Lands and OA. I guess I really only need one 'standard' fantasy setting. While reviewing the Sheens in Dragon 270, I was looking over the When Worlds COllide article and I like the Eternal Champion bit. The World SPanning Organization and the Shifting Worlds didn't realy sit too well with me but I've always been a fan of M.M.'s work so...

My question is does anyone remember how the Character Tree works? It only mentions that each player makes one character, mostly similiar to each other, for each setting and that when one goes up, they all do. Can anyone remember where it's mentioned in Jakandor? I have that series but can't find it. My Dark Sun stuff is long gone so I can't go to the original...

Any help would be appreciated.

Yours truly,

Joe G Kushner
 

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Hey! I posted a thread on this exact same thing about a month ago. Can't find it though.

I dug the Eternal Champion thing too, though my three campaign settings were my own, Greyhawk and Deadlands d20.

I just ruled that there had to be 6 defining similarities between all of the characters.

My players all liked the idea though we've only played in Greyhawk twice since I started it.

I have an overarching theme running through all three.
 

If you want to do the eternal champion bit, try find the site of Lawrence Whitaker (seach for Elric!, or stormbringer ) He has several excelent articles on that. I think the best article is called The eternal kitchen sink. Its written for the basic rpg system but the article is general enough to be used with all systems.
Lawrence writes great stories as well.

edit/added:
http://www.brilliantthings.org.uk/welcome.htm

this is the site!

edit/added:
Damn, he took the articles section of his site :( sorry about that.
If you would like the article send me an email (bazz@xs4all.nl) and Ill search thru my bookshelfs and mail it to you.
 
Last edited:

The old Dark Sun campaign setting used character trees.

Each player made 4 characters, and providing the campaign allowed it at the time, the player could swap to another character after each scenario.
Whenever the current character levelled, one "backup" character could also level.

Thats how I remember it. I haven't played Dark Sun years.
 

Are you sure you want to do that Joe? I understand the reasoning but how can you develop a characters personality well using this method? Well, other than the one you play the most.

We did the eternal champions thing and trashed it because character development became more like level development. This was part of the premise behind the dream point aspect of our campaign setting. Having multiple characters over 2nd level helped all the characters but the player had to actually play them all to gain the benefit.

My 2 cents is to simply narrow the playing field down to maybe two groups total again and really develop the characters. It would be cool if they were very different too, like Scarred Lands and OA. This would keep players interested in both.

Oh ,and don't rule out our setting either. Did you ever get your copy?
 

You make 4 characters, eahc time the one you play goes up a level one of the other 3 can be raised a level, no Pc in the tree may be more than 1 level apart from each other.

characters can be switched when suitable pauses etc provide themselves as the GM allows, between adventures etc..

i can dig out the specific sp[ecifics from the dark Sun game if you need it word for word?
 

Mystic Eye said:
Are you sure you want to do that Joe? I understand the reasoning but how can you develop a characters personality well using this method? Well, other than the one you play the most.

We did the eternal champions thing and trashed it because character development became more like level development. This was part of the premise behind the dream point aspect of our campaign setting. Having multiple characters over 2nd level helped all the characters but the player had to actually play them all to gain the benefit.

My 2 cents is to simply narrow the playing field down to maybe two groups total again and really develop the characters. It would be cool if they were very different too, like Scarred Lands and OA. This would keep players interested in both.

Oh ,and don't rule out our setting either. Did you ever get your copy?

Noooooooo. . .. . . . .

I agree with the above post. Don't use the tree. Don't make the same mistake I did. It has been a nightmare in my Dark Sun campaign. It is VERY difficult to develop characters well because no one character sees much playing time. It is also very difficult to run recurring plotlines because you have to try and remember which PC was involved in the plotline. You then have to hope that the player actually plays the particular character at the right time.

There are numerous additonal problems that stem from using the character tree that I really don't want to go into because they stir up bad memories. Most of the problems stem from the fact that the DM has to be a METICULOUS bookkeeper to make this the character tree system work. My suggestion is that you resist the temptation and do not use it.


Tzarevitch
 

Ars magica has a similar thing to the tree, I think it is called troupe roleplaying. Each player makes one wizard, one grog (fighter), and one companion (other). I think each character gets xp only for their own actions but downtime activities are important for development and are another way of gaining xp.

My tastes don't go to trees or troupe style, I like the dark sun and ars magica material despite these aspects of them. When I play I want to play one character and keep going. When I want to play multiple parts I DM. your players tastes may vary.
 

Mystic Eye said:
Oh ,and don't rule out our setting either. Did you ever get your copy? [/B]

Sorry amigo, but no go yet.

Currently I'm reviewing Broadsides for Open Game Exchange
The first two Auran Modules, probably for Ogre Cave or Pyramid.

Have a few other things here and there like Fiery Dragon's Psionics Toolkit, Beyond All Reason, and Queen of Lies. Probably Pryamid or Ogre Cave once again.
 

Thanks for the advice everyone. I think that I might just cut it down to two groups that have some similiar themes and events happening and use something like Tanelorn (Freeport, Bluffside, etc...) as a meeting palce between the planes. Heck, maybe I'll even bust out ole Sigil again. Haven't used that stuff in ages.
 

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