Game Notes:
If it wasn't obvious already, we're playing an evil party(pre-4e equivalent: Lawful Evil). If anyone joins our campaign with a character more towards the good end of the spectrum than "unaligned" they would probably have issues with our goals and methodology.
The choice was somewhat inspired by our Rogue Trader game, where there really is no such thing as "good" in the frickin'
universe and for us profit was the one and only motivator. Everything was bent towards increasing the group's wealth and power. Sure, we might end up helping others out along the way, but only those who could be useful to us in the future.
The key to a harmonious game was
the group's profit, not any individual player/character's at the expense of another. A less lawful/group-focused game would be a much different sort of beast which could be fun in its own right, you'd just have to have players mature enough to keep meta-knowledge out of the game and not take in-game conflicts into RL.
Here is this same philosophy in a fantasy world. That doesn't mean there might not be moments of nobility, sacrifice, good deeds - just that each likely has an ulterior motive.
A couple house-rules/conventions for this game (it's 4e - don't hold it against us
):
*Divine Power Source is allowed, but you have to come up with a good justification (such as being Praetors of a Sorcerer King).
*Dark Sun and General Backgrounds are allowed, Dark Sun Themes are allowed.
*There are no skill restrictions by class, though each player receives the normal number of skills for their race/class.
*Weapon breakage rules are in effect with their severity increased: your weapon
always breaks on a 1, but when it does you can either try to salvage it (save and it's ok) OR reroll your attack and have it break automatically. If it breaks, you can make another save for it at the end of the encounter to salvage it.
*For arcane characters, defiling works similarly: you
always defile on a 1 with a daily, you can make a save to try not to defile OR use the reroll.
*We're using inherent magic item bonuses.
*Sanzuo(our DM) is using the random treasure tables from the Rules Compendium. However, he had a
brilliant idea for when magic items are rolled - give
consumable(s) worth what a magic item rolled would normally be worth. For example, if he rolled a level 5 magic item(1000gp), he would instead give consumables worth a total of 1000gp - such as a single paragon-level potion. Thus, there are still magic items, they are powerful and relatively rare, and they are spent when you use them.
*XP is only quest xp. Each player receives a minion's worth of xp for minor achievements (trivially easy battles, interesting minor scenes, etc) and a standard monster's worth of xp for major achievements (hard battles, important goals reached, major events, etc). Thus, anything that advances the game, be it combat, roleplay, puzzle solving, scheming, etc is all rewarded roughly equally.
PC: race
theme class (build)
Kar Jerrek: Human
Templar Blackguard (Domination)
Darus Sandstone: Mul
Templar Runepriest (Wrathful)
Mortuus Animus: Bogtangle Human
Athesian Minstrel Executioner (League of Whispers)
Hakar: Human
Gladiator Fighter (Tempest)*
*"Drop-in" - unlikely to play again