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Coordinated char backgrounds vs save the world....again!
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<blockquote data-quote="Frostmarrow" data-source="post: 867829" data-attributes="member: 1122"><p>We had the same problem. We actually finished an unnamed module first but nevertheless. This is what we did:</p><p></p><p>We started a new campaign in AEG's Swashbuckling Adventures. This took care of our problem with too much magic in the game. We won't go raising anyone in Théah anytime soon.</p><p></p><p>We invited a few more players. In order to control this growing bunch of players we opted to have two DMs. So right now we have six players and two DMs. This means that we can play even if everyone don't show up. Moreover the extra DM means that we can have parallell story lines and that one can go solo-tripping once in a while.</p><p></p><p>We (or the DMs) set the action in a border town of Eisen (pretty much like the German border to Italy and France.) We, the players, try to make our way in this town but we don't see the need to cooperate. Well, we cooperate to an extent but we certainly can't trust eachother.</p><p></p><p>We are a couple of weeks into the campaign right now and the possibilities keep expanding. The DMs struggle to keep everything on the same page, so there are limitations in player freedom, but as a player I know I can get my ideas through if I concentrate my actions towards my goals.</p><p></p><p>Right now there is a tad too much role-playing for some of us but just right for others. We are having the best gaming days ever. Combats are resolved with panache and ease as we are all very familiar with the d20 combat rules by now.</p><p></p><p>Edit:</p><p></p><p>The DMs made some notable changes:</p><p></p><p>We ditched Alignment and introduced Allegiances (from d20M) instead. We don't miss alignment one bit but allegiances are a disappointment so far. We have not run into any situation yet that allegiances impacted.</p><p></p><p>The DMs made our characters up to 4th level and then they gave us two extra levels to distribute ourselves. This means that your background checks out and that the characters are balanced. The two extra levels can be used to munchinize or what ever.</p><p></p><p>We decided that healing wounds is a tedious chore. Therefore all hp heal automatically after each fight. (There are some exceptions per DM's discretion). This speeds up combat a lot since you don't have to spend fifteen minutes after each fight casting cure spells or quaffing potions. We don't have a cleric or field surgeon or anything in the party.</p><p></p><p>O yeah, we use the Arcana feats from SA too. These are basically merits and flaws that you, the DM or a player can activate. One guy is Cowardly for instance. He role-plays his character real yellow because he knows that if he doesn't, the rest of us will activate his cowardlyness at the worst possible time.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 867829, member: 1122"] We had the same problem. We actually finished an unnamed module first but nevertheless. This is what we did: We started a new campaign in AEG's Swashbuckling Adventures. This took care of our problem with too much magic in the game. We won't go raising anyone in Théah anytime soon. We invited a few more players. In order to control this growing bunch of players we opted to have two DMs. So right now we have six players and two DMs. This means that we can play even if everyone don't show up. Moreover the extra DM means that we can have parallell story lines and that one can go solo-tripping once in a while. We (or the DMs) set the action in a border town of Eisen (pretty much like the German border to Italy and France.) We, the players, try to make our way in this town but we don't see the need to cooperate. Well, we cooperate to an extent but we certainly can't trust eachother. We are a couple of weeks into the campaign right now and the possibilities keep expanding. The DMs struggle to keep everything on the same page, so there are limitations in player freedom, but as a player I know I can get my ideas through if I concentrate my actions towards my goals. Right now there is a tad too much role-playing for some of us but just right for others. We are having the best gaming days ever. Combats are resolved with panache and ease as we are all very familiar with the d20 combat rules by now. Edit: The DMs made some notable changes: We ditched Alignment and introduced Allegiances (from d20M) instead. We don't miss alignment one bit but allegiances are a disappointment so far. We have not run into any situation yet that allegiances impacted. The DMs made our characters up to 4th level and then they gave us two extra levels to distribute ourselves. This means that your background checks out and that the characters are balanced. The two extra levels can be used to munchinize or what ever. We decided that healing wounds is a tedious chore. Therefore all hp heal automatically after each fight. (There are some exceptions per DM's discretion). This speeds up combat a lot since you don't have to spend fifteen minutes after each fight casting cure spells or quaffing potions. We don't have a cleric or field surgeon or anything in the party. O yeah, we use the Arcana feats from SA too. These are basically merits and flaws that you, the DM or a player can activate. One guy is Cowardly for instance. He role-plays his character real yellow because he knows that if he doesn't, the rest of us will activate his cowardlyness at the worst possible time. [/QUOTE]
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