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Children of High Level Characters
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<blockquote data-quote="Altalazar" data-source="post: 1234530" data-attributes="member: 939"><p>I don't see the problem with this - if you are really about the role-playing experience, it shouldn't matter what items a player has - the requirement to be dirt poor starting off at 1st level is not etched in stone - you could probably have a very interesting campaign centered around a situation where money is no object, and therefore the characters have OTHER motivations.</p><p></p><p>It just so happens I have explored this in other campaigns back in 1st Edition. There, the high level characters were only up to about level 16 or so, but that was pretty high in 1st Edition. It wasn't children, though, that I played, but the followers. I had constructed a castle and a town and two of my PCs had settled there - the town eventually had other PCs, mine and other player's, settle there as well. </p><p></p><p>We had followers and such under 1st edition, and so we would end up playing some of those as PCs and go out adventuring with them. The mage made a mage's guild, where we'd sometimes adventure with the apprentices. </p><p></p><p>Most of the characters, to be sure, did not get much in the way of special equipment or wealth - they were followers and apprentices, not offspring or heirs, but it actually worked out ok. Never ran into any problems, never tried to abuse it. </p><p></p><p>One thing the guild did have was a mirror of mental prowess, which would be used often for travelling and other purposes. Sometimes it'd even be used for a quick run back to town or just to rest when in a hostile area. One magic item they all did have was a custom built item for communicating with the guild for just such an emergency. </p><p></p><p>It was just another dimension of play and it was very interesting. I had fun with playing the other characters, I had fun with setting up the castle and the town, and it never degenerated into anything overpowered. In some ways, it was very refreshing - after a while, it can get old to have the standard "you start out with nothing" adventurer schtick. I felt like I was building more than just characters, but a whole society.</p></blockquote><p></p>
[QUOTE="Altalazar, post: 1234530, member: 939"] I don't see the problem with this - if you are really about the role-playing experience, it shouldn't matter what items a player has - the requirement to be dirt poor starting off at 1st level is not etched in stone - you could probably have a very interesting campaign centered around a situation where money is no object, and therefore the characters have OTHER motivations. It just so happens I have explored this in other campaigns back in 1st Edition. There, the high level characters were only up to about level 16 or so, but that was pretty high in 1st Edition. It wasn't children, though, that I played, but the followers. I had constructed a castle and a town and two of my PCs had settled there - the town eventually had other PCs, mine and other player's, settle there as well. We had followers and such under 1st edition, and so we would end up playing some of those as PCs and go out adventuring with them. The mage made a mage's guild, where we'd sometimes adventure with the apprentices. Most of the characters, to be sure, did not get much in the way of special equipment or wealth - they were followers and apprentices, not offspring or heirs, but it actually worked out ok. Never ran into any problems, never tried to abuse it. One thing the guild did have was a mirror of mental prowess, which would be used often for travelling and other purposes. Sometimes it'd even be used for a quick run back to town or just to rest when in a hostile area. One magic item they all did have was a custom built item for communicating with the guild for just such an emergency. It was just another dimension of play and it was very interesting. I had fun with playing the other characters, I had fun with setting up the castle and the town, and it never degenerated into anything overpowered. In some ways, it was very refreshing - after a while, it can get old to have the standard "you start out with nothing" adventurer schtick. I felt like I was building more than just characters, but a whole society. [/QUOTE]
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